Simple scenario:
- High poly mesh contains UVs with associated normal map and albedo map
- Retopo to low poly mesh
- How to get normal map and albedo map from high res to fit retopo (low) mesh?
This is a departure from the conventional workflow - bake high poly down to low poly, then texture. However, it is happening a bit in reverse in this case.
Replies
This is a discussion that belongs in Technical Talk. I've closed the thread - feel free to repost!