How do you translate the shape of the highest division as an alpha to the base model?

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Old 12 December 2012   #1
Question How do you translate the shape of the highest division as an alpha to the base model?

I'm having trouble wrapping my brain around this, and I think it may be pretty simple.

Regarding modeling game models, let's say you want to model this flap. (arena.net internship ref, posted below) To conserve tris, it is better to use an alpha map for the pointy parts. So you start with the base model, just a simple rectangle. You take this rectangle into zbrush, and develop it's shape, and add folds, and wrinkles. Still in Z-brush, you go to the lowest subdivision to export and unwrap it. This is where I'm having trouble. The lowest subdivision version obviously does not have enough edges to support the shape that was refined in the higher division. But, you want that exact shape that you made in the highest devision. That is my question.

How do you translate the shape of the highest division as an alpha to the base model?
If it wasn't for a game model, I would just model it, and that would be that, but this is for a game. I appreciate any help, and Merry Christmas!



 
Old 12 December 2012   #2
If you rendered out a displacement map, it'd be pretty easy to convert it into an alpha map in photoshop.
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Old 12 December 2012   #3
Thanks man, I'll give that a shot. My only concern is the alpha map may not fit the uvmap of the lowest subdivision, but at least it's a step in the right direction.
 
Old 12 December 2012   #4
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