lucky.BOY wrote:As for the rope, I dont think you need that on the highpoly, You can get some nice edge highlights for the handle if you include it in the highpoly, but normals for the rope will be done by texture artist easily (i assume).
Hopefully, I plan on doing the UVs and textures myself so I can see this model through from start to finish
And yea I could do the normals for the rope in photoshop by hand but doing them through a model usually comes out cleaner.
[On the other hand, I'm assuming this will have a low texture resolution so it probably won't matter too much if they're not perfect.] Which kind of brings me to this question...
Here I've modeled a high poly rope in 3DsMax:

I feel like baking this would probably give me very good normals and even an AO to use on the rope in the low poly.
I made it in a separate scene tho. The amount of ploys on this rope combined with the amount of polys on the turbo-smoothed high poly model would be too much for 3DsMax to handle in one scene. (I assume

) It'd be something like 200,000 polys altogether.
That's why I'm wondering if it's possible to get normals off of this rope (which is an arbitrary length) and somehow tile them in photoshop and use them for the normals on the low poly FMK models? Or is there even a UV trick I could use to bake something in a separate scene onto the UV's of something in another scene?
Essentially I'd like to use these normals/AO for the low poly rope. So is it worth it to find some way of using them? Or should I just not even bother and do the rope normals in photoshop?
