I do a bit of freelance moddding for games here and there, and now I would like to start generating normal maps based off high polygon meshes as you get far more detail. To do this you need the high-poly mesh to match up to the low-poly mesh in general shape to get the best results (duh). The problem is, a lot of my meshes arent organic (smooth and curved) and the shape of them is defined by the low poly mesh created in 3ds Max beforehand. When I import my low poly mesh into Mudbox and subdivide, it smooths the mesh in a very strong manner that leaves the mesh unworkable, as in the end it doesnt have the sharp corners that my low poly mesh from 3ds Max has. This means the normal maps are going to turn out terrible.
Is there a way I can adjust, or turn off altogether the smoothing when a mehs is subdivided? Or is there a different method that maybe combats this from happening? Thanks
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