Ooooh! So the fine details from the Normal & Occlusion are derived from the High-Res mesh itself and not its UVs (as in, the transfer map function that uses the "cage" to move the details from High-Res to Low-Res mesh will search for the closest polygonal face and not a UV'd face)? Not sure how I missed that one. So I…
Yup :) The detail is transferred or "baked" from the vert and face position in xyz co-ordinates before then being placed onto the low polys UVW map. Yes, you'd paint the diffuse map on the retopologised mesh once you've UVed it If you wanted a quick practice to understand this further; read into polypainting - in which you…
Hello everyone, let me thank you in advance for taking the time to look over my post. I realize this must be a newbie question but I can't seem to make up my mind about one particular issue in my workflow. Here's how I go about creating a character (question at the bottom): I haven't included creating the UVs and painting…