Hello Lowk3y,
Generally speaking, the original highpoly mesh won’t need UVs unless you’re doing something more specific with them (such as using UVs to drive Surface Noise, or if you’re happy with the topology of the sculpt and plan on using it’s lowest subdivision level as the final mesh instead of creating a brand new one*). If you’re going to retopologize the sculpt at some point in the process, then only the new mesh will need UVs for the normal map (and it will need UVs to use any form of an image based map). Because the topology and vertex order will be completely different, you wont be able to copy the UVs between these two different meshes.
*Also, the original highpoly sculpt will only need subdivision levels if you plan on using it’s lowest subdivision level as the final mesh. If you’re going to create a new mesh and project the details onto that, then the original sculpt only really needs one subdivision level. You can even get away with using Decimation Master on it at this point of the process, especially if you plan on exporting it and baking the maps externally.
The general work flow is more along the lines of:
- Create your highpoly sculpt
- Retopologize it
- Give the retoplogized mesh a new set of UVs
- If you’re baking the maps in Zbrush, subdivide the new mesh and project the details from the sculpt back onto it. Once it contains all the detail you want, the original sculpt is no longer needed and you can just bake the normal map from there. The game assets video tutorials here (towards the bottom) should help show the process of projecting and baking in zbrush.
- If you dont want to worry about projections, just import the highpoly sculpt and your basic lowpoly mesh into a program like xnormal, and have that create the maps