Hello, I have a doubt about uv and the right polygons count for sculpting/baking correctly.
I want to share with you what I think and see if it's correct or not.
if we have an image of 1024x1024 pixel, theoretically it can store 1,048,576 polygons normal map value, if we unwrapped every single polygon to every single pixel.
That means that, if I import a game asset in zbrush, it should be better to subdivide that mesh without exceed that number.
Basing on that, if I have a character or a baseball bat, for example, I unwrap the asset and it covers, for example, the 50% of the uv space, doing a quick evaluation, I would have 524,288, that means that, roughly, I shouldn't exceed that number when subdividing in order to have the roughly correct baking for that image size.
I mean, at least, I could do a more subdivision just to smooth.
Does it make sense or it's just unuseful math?