Low Poly Model: To make the low poly mesh its often much faster to start from the high poly model. You may have saved a version, where you have not made all the details yet, to start from. Then its all about removing not useful loops and making the mesh as close as possible to the high poly with using the less possible amount of polys. (When having a mesh that will also deform when animated you have to take that also in account while building the mesh.)
The low poly is also modeled in elements, because then the elements can be used to make different variations of the mask. While building the model you have to avoid more than 90 degree edges because that is not possible for the normal texture to smooth it, however you can model more then 90 degrees if you define smoothing groups or define it with the uvw but that will also give you hard edges. For the mask, I have with 1346 polys a quite high poly count, I made it that high because all the elements are modeled in and the head is usually what's grabs the viewers attention most of the time, so spending more polys here is a useful distribution. After the model is done a uvw map needs to be made. This basically defines the texture coordinates, it can also be explained like a pattern for sewing.
Then the low poly and the high poly get thrown into "xnormal" and out comes a normal texture. Basically the high poly information gets rendered in the normal texture.
This is the normal of the mask. There are already normal details, that were added in Photoshop, in this texture (the dents at the bottom for instance)
Here the finished mask in the unreal editor with the textures and material effects applied. More about that in the next chapters.
Here is the low poly of the full character:
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