Hey folks, but I was wondering if y'all have a good way of retopo-ing something after you've already started texturing?
I had a medium-poly asset that I got partway into texturing before going back and realizing that the topo is inefficient af.
I haven't been able to adjust the topo without altering the uvs, even if I don't touch the seems at all.
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This sounds like something that'll save me a buttload of trouble, especially since my saves for most of the iterations of my asset got messed up and I was only left with the fbx of what I'm making lol. Gonna look into this, thanks dud!
I retopped my mesh about a week ago which helped with sculpting and getting good normal map detail. I also used baking to transfer the image data to the new uvs and I thought it looked decent. Then today I had to get rid of a seam (I left the head alone during retop so it still had its original uvs and original texture data) and realized the baking process blurred my textured data way too much (so i had a visible seam between the sharp detail of the head and the now blurred texture of the neck). I spent hours fiddling with the settings in map transfer to try and eek out some of the original detail back and couldn't.
Then I finally revisited this thread and thankfully saw your post. I just did a quick attempt at transferring the UVs from old mesh to retopped mesh and it looks damn identical to the original mesh when textured. Obviously the UV layout isn't as clean as it once was but I'm fine with that since I won't be painting anymore texture data myself and I couldn't find any seams generated by the process.
Thanks again!