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While in Edit Mode, assing a new image in the UV editor as neded (and pre-save this image). Make sure the Low poly Mesh has an image associated with it from the UV editor. A god Normal Map depends on a quality (well spread out) UV Layout. I have applied set Smooth todo her Edges as this helps disguise that she is really a Low poly Mesh. Where posible use a simple base Mesh without sandwiched Faces. Suzanne is not really ideal because she has overlapping Faces, especially around her eyes, which Will likely be troublesome for normal mapping. My Low-poly Mesh is the Suzanne Monkey head, subdivided once. Step 1: prepare and Unwrap your Low poly model. finally, you Will apply the Normal Map todo the Low-poly model todo se the effect.you Will follow a simple baking process todo create a Normal Map based on the diference of the two models.once Unwrapped, you Will duplicate the Low-poly model and use Sculpt Mode todo create a high-poly copy.you Will start of with a Low-poly model, which you Will ned todo UV Unwrap.Basic modeling knowledge of Blender, including UV Unwrapping and Sculpt Mode are assumed. In this tutorial, you are going todo use a Normal Map todo make a Low-poly Mesh look as though it is a high-poly versión.
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For this reason, they are typically used in games where various characters and models ned todo look awesomely detailed but without slowing down the in-game action. Normal maps can make a Low-poly Mesh look high-poly, but without the CPU strain which a high-poly Mesh would cause.
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Simply put, a Normal Map is more accurate and looks less Painted on than the plain greyscale Bump map method. The effect is similar todo a Bump map, except that the Normal Map algorithm uses more channels. Using a Normal Map, you can add high quality surface detail todo a Low poly Mesh.
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