Hello,
I made a head with a lot of details in Zbrush and then I did the whole retopology using Blender. The thing is I used the lower subdivided high poly mesh, because my computer couldn't handle a long retopology session with such geometry.
When I bake this model on my lowpoly – it's ok, but of course details are kinda blurry. When I'm trying to do the same thing with the max subdivided high poly mesh I have, the normal map is a bit moved up. Moving along the Z axis in Marmoset takes a long time because of the polycount (: And even then after "repairing" high poly coordinates by moving more or less along the axis I don't see a difference.
Is there any option to "reproject" the high poly on my retopologized low poly model?
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