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; it is happening in reverse.
Replies
Normals are harder because they're affected by uv orientation and scaling.
In substance designer you can do normals using the texture transfer bake mode.
Outside of designer I'm not sure what you can use - you would need to convert the normals to world space, transfer them as colour and convert them back to tangent space on the target mesh.
If you're using a tiled or non baked normal map on your high poly then that will work - although I'd question why you couldn't just apply that to your low poly anyway
If it's a baked normal map it'll get broken because the tangents in your mesh won't match the tangents that the normal map was baked to. It'll still technically work but it'll look like arse.
.. If the mesh is totally flat or has been set up specifically with this in mind you can avoid the problems but because you're asking the question I'm assuming it isnt..
Edit. I realise I misunderstood slightly earlier. You can bake the normals from one mesh to another in substance designer by simply using normal baker with some obviously named options ticked.
Basic workflow
Zbrush Projection (w/ Polypaint)
I am left with many questions but the most pertinent one is this...
What are you making and why don't you want to make it in the conventional fashion?
I just spelled it out above in case someone else might benefit, but also for my own memory. Despite how it may appear, the workflow is very fast, and 80-90% procedural, which is ideal in this case.
Are you making terrain type objects or prop type objects?
In this case, I'm making terrain type prop objects (not trying to be ironic), e.g. large rock walls. Neither WM or SD are very good at dealing with steepness, for obvious reasons, so I'm sort of using both to mitigate different feature requirements.