Creature Head Retopology and Normal Mapping

In this Blender 2.5 video tutorial learn how to retopologize a high-resolution, sculpted creature head to create a low-resolution version that is suitable for rendering and/or a realtime envrionment.

You will also learn how to bake out a normal map from the high-resolution model to the low-resolution.

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65 Responses to “Creature Head Retopology and Normal Mapping”
  1. Posts: 19

    Hi Jonathan,

    Like always … nice TUT! It works fine by me, but my mesh is bad visual (it is for the most part inside the mesh hidden and only the point stikking out) so it is hard to see the faces. I work in 2.69.
    Did I miss something?

    • Posts: 523
      Richard says:

      Sorry for the slow reply Michael. If you’re still having problems, then could you link to an image showing what, exactly, is going wrong? You could also send a support ticket to support[at] with the .blend attached (8MB size limit for attachments. I recommend compressing to .7z if you have trouble sending the file.)

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