Why don´t you model and unwrap your lowpoly model, optimize this model for subdivision, model your high poly model with keeping the UVs and import this model into Zbrush and finally use Zmapper?
What is the best way to generate normal maps from very dense meshes? I know of many ways to do it, but there are problems with those approaches. My current workflow is the following. 1) Model the low poly character 2) Model high detail model, focusing on main forms, hard details and other inorganic details. 3) Bring high…
Try the plugin Polycruncher. It can reduce your mesh by 90% and keep the outline/borders of your mesh. It will make a mess of the surface, but you should use it just so you can model around the high res mesh and make the scene managable. Keeping the imported mesh as a editable mesh, not a editable poly, is also quicker in…