yeah I meant marc-antoine ;D,
to be honest it’s not quite clear to me. I think I’m a bit lost in your terminology. Not sure what you mean by a normal map shader, you mean a shader that supports normal maps?
Then when you say baked flat(render in front view), do you mean you model the high res model out flat, like a strap for a example, baking it onto a flat low poly, then bend it around the character?
It’d be really awesome if you can get me to understand how you guys do it. A good chunk of stuff I do at work involves straps and it makes me mad I can’t figure out a way to bake those suckers without errors from the difference in curavature from the high-res zbrush sculpt. Basically the edges always end up uneven, and sway off to one side or the other(we use similar final resolution you guys do)
cheers 