I'm working on a project in which I have high poly and low poly shoes and I want the normal map of high poly details but I don't know that is this possible on my high poly shoes or not. Cause just look at the mesh I'm attaching below how can I mark sharp or seam :)
That is done by Baking the Normals from the High Poly onto an Image Texture and using that (with the UV Map of the Low Poly) to 'fake' those indents.
There are many tutorials explaining the process in detail, just look up Normal Map Baking in Blender, or so.
(This is a too complicated process, to explain here, sorry.)
Hey mmuqaddas ,
There are lessons within some courses that will guide you through the baking process...
Here is one, Baking the Normals Lesson - Animated Sci-Fi Game Environment Creation Course
As for where to place the seams, it's a good idea to place the seams where you see them on a real shoe. Take a look at the seams on your reference.
You don't need to mark seams and unwrap the high poly, only the low poly, so when doing the retopology to create the low poly shoe keep this in mind.
The Game Asset Creation Playlist will guide you through different scenarios and projects to learn the complete process.
Hi mmuqaddas ,
I'd say your Normals are wrong ('flipped')...the indents look like 'bubbles' (raised from the surface).
Look at where the light is coming from and where the shadows are: