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Here you can see a sewer cap base mesh. I used a primitive cylinder and a few extrusions.
With the base done, I added some elements i could have cut and extrude on the mesh directly, but to win time, i used floating geometry intstead. What's the point of this? There's no need to think about topology and connecting verts, or having a clean mesh. it's easy and fast to do, east to tweak, and easy to remove.
Note the floating geometry on this orthographic view.
Here another simple example about faking depth of details by using floating geometries. As long the floaters have the same tangent than the base, you can do pretty much what you want
I prepared the lowpoly model as a flat cylinder, here on the right (30 tris).
This can be useful as for advanced users as for beginners :
1) Select your lowpoly, place it properly on your Highpoly model. In Output, add Normal Map and don't forget to change the size of the output rendered texture.
Here is the lowpoly model, slightly tweaked to have a bit some volume. You can see the normal map as a result of this process. The flat lowpoly model used for baking, could be used as a LOD (level of details) or a decal.