Original Post
do you know where i can find the algorythm that gives the low poly version of the mesh normals that make it look like its high poly version. i have come up with an idea tho. say you have a tech floor all modelled up, converting it to a normal map is easy. you just planar wrap it and draw the triangles normals onto the uv map and save it. what if i split the model into sections due to normal interference then planar wrapped the triangles normals on it. note you could phong shade all the normals here also, so it would even benefit box modelling. can you see its the same idea just across a models surface instead of a flat floor? would it work