For your highpoly meshes I would still use offline rendering. Nothing too fancy but your not deceiving anyone by presenting your HP work with some nice shading and lighting.
Made a quick one. Quakes pixelated grit speaks to my heart, i hope i'll be able to give it what it really deserves. model Couple more highpoly shots at the Artstation
I think you're hosed if ur highpoly is gone. Just move the pieces in photoshop with smartobjects so you only have to do it with one map but don't rotate your shells.
no, its only used to optimize the highpoly for better performance when baking and creating maps, you must absolutely retop or create a low poly version of your model. there are no shortcuts...ever.
Ah yes, the one I wrote is basically just for mass bridge-capping on lowpoly models, miauus one is more for highpoly and stuff that's not geometry constrained. Both are useful for different purposes.
I'm retopologizing a colt revolver i made, the original file got corrupted but i had a obj of it for the highpoly so I'm using 3DS Max to retopologize it using step build.
Thanks for the comments guys! @Pshyco I normally retopo most of it and use what I can from the highpoly sculpt as a base to start the low poly. Here is a little bit more
thanks GED for your feedback, yes I reduced the metal intensity in my final texture, and I will definitely try to combine normal from highpoly with my current normal map :)
Is your highpoly subtool made out of individual cubes polygon islands? If so, perhaps try dynameshing it first so that it becomes one single merged element before trying to project.