Hi there,
I have been working to export a high-poly (7 mil) to 3DS max for a week now so I can rig it. I was wondering what might be the best method, I can reduce the poly-count through decimation master or by retopology. The problem I have is getting the detail back.
One workflow I have been playing with is…
- Creating a displacement map at a high subdivision level.
- Decimating to low-poly then attempting to apply the displacement map to this, although I have had geometry issues with this after the decimation.
The second method has been to do the same but using retopology instead of decimation. My main problem is inserting the displacement map onto the low-poly model. Do both versions of the model need to be unwrapped or is the unwrap maintained somehow through decimation. Can I simply use copy and paste UVs in UV master to do this?
Is thier another method to this that I may be missing?