Hello everyone,
First off: Sorry if this question is simple/obvious. I did some googling today and most likely I just searched for the wrong things, but I couldn't find an answer.
My question is simple: Is it possible to retopologize/decimate a low-poly version of a high-poly mesh to an even lower poly version and keeping the normal map? The situation is the following: I have a 30k poly version of a 2 000 000 000 3D-scan, which already has a nice unwrap and is cleaned up. For my purposes, though, I need to get the object down to ~ 2k, which I thought retopologization would be good for. How can I do that, without losing the baked normal map of the 30k version?
Thank you advance for help!
All the best,
Nicolas
Replies
thanks for your answer. So basically you're saying that's not possible, right? I would probably need to do another, new retopo from the High-Poly-Mesh?
That's valuable information, thank you! Could you recommend any good tutorials that walk through the process of baking in 3dsMax?
[ame]https://www.youtube.com/watch?v=frPuPNA0daY[/ame]
Heck, from a distance you may not even need the normal map.
If the normal map isn't baked from a highpoly, then with the same UV layout, you can also get a similar looking lowerpoly object. Baked tangent space normal map restrictively requires a corresponding geometry. If you put it on a even more lower poly model with same UV layout(which is impossible anyway), it will going to look really awkward.