Close up of original mesh produced by calulating a softbody
simulation with blenders physics engine. At this point, the number of
vertices is way to high to be used as a part of a scene (1.8 mio
High res model rendered using Indigo Renderer
Reduced mesh using blenders poly-reduce python script (8500 vertices)
With applied subsurf and smoothing
The caluclated difference between the the smoothed low-poly and the
high-poly version as a normal-map, using blenders 'bake to texture'
The normal-map applied to the smoothed low-poly model. Apart from
some noise, it looks almost the same as the starting model, but uses
about 200 times less polygons and therefore is much fast to render.
Enhanced normal map by overlaying an additional fine detail normal
map from other source (an old blanket thrown on the floor, photographed
Low-poly model with enhanced normal map.
Final low-poly model with additional fine detail normal map defining cloth texture and albedo texture.