I've started to UV map my 1st character (self taught) and this character has a zipper on the jacket, which I modeled in ZBrush using one of the available brushes. This zipper as you may know already, has actual topology, it isn't a dynamesh.
Should I bring this topology to a UV program (Maya in my case) or should I project it from the high-poly on the texture when baking? Which would be your workflow for in this case?
This zipper has around 37k tris in the low-poly, so I believe it's a bit overkill to have that modeled in, maybe I'm wrong, maybe in the next gen we are going to have that level of detail, and it's mainly the reason why I'm asking
Thanks in advance!