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I need to build an Ottoman Footstool for a CG Trader test to qualify to build models for them. One main requirement is to build the stool with no more than 15K faces / Tris. The moment I use subsurface modifier my faces become too much. The same problem is when I create wrinkles with the sculpt tool. It generates way too much faces!! Is there a propper effective function in Blender? Here is the sample of chair - need to be exact. **Ottoman footstool**

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    $\begingroup$ Can you use a Bump/Normal map for the wrinkles? $\endgroup$ – rob Sep 23 at 10:47
  • $\begingroup$ 15k is a lot for this... what have you been asked to do, exactly? $\endgroup$ – lemon Sep 23 at 13:43
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As suggested by Rob, use Normals. Also, your material will count to fake the texture (put a bit of noise and glossy in it) but it's not the topic here.

  • Create a low-poly object, give it a Subdivision Surface modifier and Smooth Shade it.

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  • You could duplicate your object to sculpt a high-poly version, but an even simpler technic is to keep one object and to fake the high-poly version with the Multires modifier. So give your object a Multires modifier and click Subdivide several times (5 times here).

enter image description here

  • In Sculpt mode, begin to sculpt all your wrinkles and details.

enter image description here

  • In the UV/Image Editor, create a new black image. Unwrap your object with the Smart UV Project mode. Create a material with an Image Texture, load the previously created image, but for the moment don't plug the Image Texture into the Diffuse. Go in the Properties panel > Render > Bake, Bake Type > Normal, click on the Bake button, the normal map will appear on the UV/Image Editor.

enter image description here

  • Now duplicate your object with its modifier and keep a copy somewhere. Delete the Multires modifier on the original. Plug the Image Texture (Non-Color Data mode) into a Normal Map, plug it into the Normal socket of the Diffuse. Boom the wrinkles appear on your object as if they were in 3D.

enter image description here

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