Hi all…
I’m making some characters that will have many, MANY MeshInsert Curve Brush lengths surrounding their base mesh.
I have the base objects for the multimeshInsert curve brushes… at several different division levels.
Now,
Since I have SO MANY of these, I’m looking to lower my poly count of the character as much as possible.
So, I’d like to use the BASE meshes of my SEGMENTS of each meshinsert curve brush array… AS it’s lowest level subdivision, but in my 3rd party 3D program (Maya) … WITH it’s normal maps from the highest subdiv for the segments.
Is there any way to do this?
What would be the workflow here?
I’m fully schooled in using base meshes and normal/displacement maps from their higher level in major objects…
but for tiny segments like the sections of a meshInsert Curve brush array I’ve painted on… how do i scale the division level back down from a… say… chain… and utilise the whole normal mapping , subdivision levels aspect of these complex and multiple instances of chains?
many thanks!
… reverse-engineer it…