Is they're really a difference bewteen reprojecting high poly details onto a low poly retopoed mesh (in a software like blender, or zbrush), vs just baking high to low poly in substance painter (i'm not sure if this can be done in other softwares)?
Which method would be better for a model that will be rigged an animated?
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I sorry for the confusion, I've been self teaching myself 3D art (I'm focusing more on character creation) and they're some parts of the workflow that are still confusing to me.
I've seen people use zbrush or blender for projection (sculpt high poly, retopo, then project high poly onto the low poly model), then later I learn that you can also sculpt high poly, retopo, bake high poly onto the low poly in substance painter. It kind of seem like the point of both method was to reduce the poly count (for the sake of rigging and animating, UVs, and to keep your computer from dying) while keeping all of your detail form you high poly.
When I decided I wanted to try animation, I got confsued as which method I should use for the workflow, to my understanding it's impossible to animate something that's too high poly. (hopefully this clarify things.)
....you can ignore that inbox reply, I meant to reply to you here...sorry bout that.
You basically fix the topology of your highpoly mesh to be better. This is surely mostly used for non game things. In some cases you can also reproject to keep working easier, like if you want to have a better topology to do some stuff (like extrude some perfect rectangles or whatever for a pattern)
A bake is transferring the highpoly mesh onto a usually much lower polygon mesh by using textures as substitute for polycount, and involves using a normal map to simulate geometry. This is done to optimize for realtime usage / get more quality than your mesh has polygons.
That makes more sense, so reprojection is just to make a high poly mesh workable again (i hope that's proper english), or essnitally just giving it better topology. High poly to low poly bake, is to make the model look like it's high poly, using textures.
You added that projection isn't used for games. Does this mean that game character and game asset can only be made using a realtime character workflow? I know game egine are realtime renders, is it easier to on those engines to just simulate the geomerty? Sorry for the additional question I'm just curious.
We have some resources to help with this: http://wiki.polycount.com/wiki/Topology#Principles_of_Topology