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Bronze Dwarf Head with and without normal map and AO Final

I modeled the low poly dwarf head in Blender then UV unwrapped it and then used the Multi-Resolution modifier to subdivide 4 times and sculpt the extra details so i could bake it as a normal map and an Ambient Occlusion shadow map and apply them to the low poly model. This was my first successful attempt at using this technique that.s used a lot in the game development industry. The picture is taken from inside the game Second Life where i upload a lot of my creations.
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