KMac - That is why you have a low polygon mesh to apply the normal map from the high polygon to the low polygon. That's why you should have sculpted on your low polygon mesh, whether in Mudbox or zBrush, baked out normal map from high resolution, then you simply apply it to your low resolution. In my opinion; I would go…
---------------------------------------------------------------------------------------- Okay cool, thank you. So this would be the workflow: 1) Get the basic shape of character down, don't sculpt anything yet 2) Re-topo 3) Sculpt on low poly re-topo version (increase subdivisions but have lower divisions still available)…
KMac geometry is clean; the screen shots may be a OpenGL issue or a bake issue hard to say, update your video card drives as a first step. Beyond that, trying the various tools and methods I have, you can't transfer UV from a High polygon count to a low poly count, which was probably mentioned up to this point. Although…