Hi all,
I’m going to be creating meshes for an animation - meaning I need a low poly version for the maya viewport, and then a high poly version with detailed texture maps. But BOTH need to have the same general topology so that they both deform the same way when animated.
What I was thinking, but I don’t know if it’s possible - Is if I could sculpt the high poly version, then retopologise it (which as I understand, requires a new mesh to be made), then project the new topology onto the original.
So the result is that I have one mesh. The lowest subdiv level is the new tool I just made from retopologising. The highest subdiv level is the original high poly mesh, but with the new topology projected on to it.
Is this possible? Or are there different/better ways? How do film studios do it?
