Today we learned about how to add minute details to our models without raising the polygon count to machine breaking levels, By using a tool known as the Multi Res modifier, we can create maps what add details to a model without making the polygon count too large for our machines to handle.
First, we take a pre retopologised elephant’s head and add a multi resolution modifier. Sub dividing the model results in a new iteration of that model and keeps track of them. In HD animation, all the details are kept on these levels ad will be all rendered after going back to the base mesh.
Multiple levels from around 5 -7 can slow down your computer.
I opened up a UV shader editor window and created a new 2k 2048×2048 texture, and then created a new shader editor and changed the image space to RAW.
I then plugged the file and projected it onto model, and changed the render properties to cycles, and then baked for multi res to generate the maps. I then pulled the normal map from the sculpt.
The resultant normal map has less polygons and is simply a texture that can give the illusion of depth to a sculpt.
We can then export this normal map and its model into Substance and see how the details look in there.