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.
 
                    
                 
            
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This is a discussion that belongs in Technical Talk. I've closed the thread - feel free to repost!