So I have a high poly mesh of a female with a lot of texture, after decimating it it took it from around 3mil to 62k tris, i used that decimated mesh to generate a uv map using UV MASTER (refined it in the uv editor window in maya) and I also made a normal map from the decimated mesh.
Then i took the decimated mesh,and retopologized it to make a lower poly mesh using a zshpere. the new retopologized mesh serves as my FINAL MESH.
So i would assume this is where i open the mesh and apply the normal map in maya , but i feel like the UV cordinates arent there for my low poly model.
So if thats the case then wouldn’t the normal get messed up?
Thanks a ton guys, ur great! and if you any of you would do anything differently i would greatly appreciate the input!
And i apologize if this is the wrong forum, i am a newb.