Minding my own business working on an asset when I encountered an issue and here we are with a tutorial. Most of it is part of old Polycount but some fresh take.
Its 2025 we have nanite, AI, lots of procedural tools and fancy features yet I keep seeing students, artists looking for answers on how to get nice normal maps for curved surfaces. Well this should give some clarity and a bonus tip, how to keep the volume and shape of your high poly in zbrush intact when using the SubD+Morph Target trick.