View Full Version : Low poly skull

10-17-2009, 01:54 AM
Hey guys ive done my best to create the lowest poly skull i could make. I think its pretty good, as this object will be quite small, so it does not have to be prefect. (
(Click to enlarge)

So there it is. What do you guys think?

Now i need to know how i should create a high poly version of this skull? Also, how should i unwrap it so that i can normal map it?

Thanks for any and all feedback.

10-21-2009, 05:48 PM

I can see that you are new to modelling. The pic does have the shape of a skull. Select the polygons around the eye and extrude them inwards to give the model a more realistic look.

To do a high poly version. Basically you do all the details in low poly but then add a meshsmooth modifier to create a higher poly version.

10-21-2009, 09:34 PM
Hi HHH and thanks for the respone. I originally started with eye holes, though this made the high poly and cage mesh too complicated, so i took them out. I use turbosmooth for the high poly btw.

So yeah, ive made my high poly, and i get some really weird results with the normal map. When i go to the apply the bitmap to the Normal bump slot in the material editor, its all oranges and reds and greens instead of the blues and pinks that a normal map should be. This was the first sign that something had gone wrong with the normal map. Then when i applied it, 80% of the model was rendered as black, or even being absent. So there is obviously something going wrong.

Any ideas?

10-21-2009, 09:42 PM
I have no experience with normal mapping. Hopefully someone else chips in.

10-22-2009, 12:02 AM
Show your Normal Map. Maybe then someone can help.

Also I wouldn't let the Normal Map handle the eye-sockets...model them into the low.

10-23-2009, 08:47 AM
Yeah thats what im doing, im not doin eye sockets at all anymore. This part of the model is going to be very small, so i decided i dont need the eye sockets in there at all.

Also i cant upload it as it is a tga.

10-23-2009, 12:24 PM
Also i cant upload it as it is a tga.

well convert it to a jpeg and upload it.............. oranges,reds,greens:sounds like you baked out a world/object space map instead of a tangent space map.

10-24-2009, 01:40 AM
Hmm so, how can i bake a tangent space map instead of a world/object space map?

I think i might have just enabled something i shouldnt have or something small like that, as i have never had this problem normal mapping before.

10-31-2009, 09:09 PM
Ok i made sure the tangent space map box was ticked in the render to texture dialog, and im still getting the funny colours and the weird distortion.

Any other ideas?

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10-31-2009, 09:09 PM
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