I’m working with someone who’s been sculpting for a long time and doing 3d printing but hasn’t ever needed to worry about making anything to be used in a game before. They’re now trying to adapt their business so they can sell game ready heads so they’re looking for a way to quickly create game ready heads from all the old heads that were prepped for 3d printing, this is on the order of hundreds of heads. So now they need to deal with uv’s/topology/textures and all that. He asked me to UV a head for him and that was fine but now he wants to transfer the good uv’s from that head onto all the old head sculpts he’s made.
I’m thinking that this isn’t possible and we should either retopo each head and UV individually or tweak the shape of the good head slightly to match the old sculpts and then just bake our maps down onto the new head using xnormal or something.
So I’d just like to confirm one way or another, is it possible to get the uv’s off the new head onto old heads, or quickly change the shape of the new head to match the old heads? Or is there some other method of getting these old sculpts quickly usable for a game environment?
Edit: More info on the quality of the old heads. They are in terrible shape for a game engine. 90,000+ polys, deleted lower subdivs, combined subtools(eyes physically attached to heads,etc), separate subtools for accesories/hair, wildly varying facial expresions, men/women/children, scaling issues, etc. Basically just a ton of stuff that in my mind makes what he wants to do impossible without a ton of individual work on heads to fix them.