My challenge for the 1000 tris
Don´t know what exactly i´ll do - but my goal for this collab is to understand displacement-baking and to be capable of doing it. Followed along with some tutorials over the last days and also tried the GrabDoc Add-On, but it didn´t really work out, i didn´t get the same fine results as showed in the tutorials. They make it seem so easy but for me it´s such a hard task. Just can guess it´s because some minor imperfections in different steps of the baking/applying process. But there´s progress.
Story so far + questions
Made an experiment with the “architecture” base-building from last week and was able to bake the origina base-mesh (1721 tris) on a plane with 128 tris. It´s nowhere near perfect but looks similar at first glance. And that´s a step forward. What baffles me a bit is, that blender seems to also pull tri-count from active modifiers into the statistics, but only in edit mode, as seen in the screenshots. So there´s a huge difference in tri-count between edit mode and object mode per object. I know y´all won´t be too strict with the ruleset but i really wonder which one of the numbers matters in the end for this collab.
I´m on the lookout for simple solutions from which i can learn and i´d highly appreciate if someone could have a look at my current node-tree and can tell me if it´s already compromised or if it´s a good way to start. I already know that i didn´t render the baked uv-map sensitive enough. Rendered it in as a 2k .exr and i guess that´s why it doesn´t account the more minor height-differences. Is that right or wrong? If you decide to help me out here, lots of thanks in advance!!!
Have a great easter-monday everybody