I've taken to using VertexNoise.mel a lot, I find that breaking up smooth surfaces really helps realism, even when it's subtle.
This requires higher tesselation though, and I'm going to have memory problems.
So it occured to me that generating a normal map from the "crumpled", highly tesselated model would be perfect. But I've never done that. I can generate normal maps using mudbox, or crazybump, or whatever - but how do I "bake" a normal map from inside Maya, for use on a similar, but lower-resolution object?
I found this page, but this seems old (maya 6)
http://www.drone.org/tutorials/displacement\_maps.html
(this guy uses normal + displace, I don't really need displacement, as I'm not worried about silhouette really - and displacement is a bit expensive to render....)
I'm on Maya 7 (I know).
Will I be able to use normal maps with maya software renderer? I heard there are some problems, but for this application it might work?