

Attached are some screens of a hand I sculpted in Mudbox as well as a low poly version with a normal map applied. I now see what kind of balancing needs to be done with the poly count. If the base mesh is created with to few polys ( like my hand) the mesh will still look bad reguardless of the quality of the sculpt and the generated normals. The high poly is on the left and the low poly with normal map is on the right.