Can a High Poly texture map be used on a Low (Optimised) Poly copy?

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  04 April 2013
Question Can a High Poly texture map be used on a Low (Optimised) Poly copy?

Hi people!

I have just finished creating a high poly model that I am about to texture in Mudbox.

My question is:

Once I finish texturing my high poly, can I map the texture to a low poly (optimised) copy/version, and use a projector modifier on it to simulate the high poly normals on my low poly? (Did I get that right? Is that how it works?).

Thanks for any assistance!
  04 April 2013
Yes, that's the general process--you can transfer details to a normal map for your low-poly model, you can also transfer your painted texture maps to the low-poly model.
The Z-Axis
  04 April 2013
Thanks for your reply Darthviper.

I'm not 100% sure of the process, so if you don't mind, I have a few more questions:

Do I need to UV unwrap the models first - high poly and/or optimised? Or is that only necessary for texturing in 2d? If it is necessary, should I add the normal projection map from the high poly before or after this step?

Once I finish texturing my high poly, how do I peel it off as a copy/skin to use for my optimised model? I guess what I'm asking is if I have my high textured poly model, sitting next to my optimised model (with projection normal map), in 3dsmax, what is the process of copying the texture to the other? Is it going to be just a drag and drop or?
  04 April 2013
You just need to UV the lowpoly mesh. The UV co-ordinates will propogate up through the levels to your highest sub-D level in Mudbox. But yes, UV's are imperative for any kind of mapping you intend to bake in Max/Mudbox.. In fact I think Mudbox only added the ability to paint textures without UVs recently.

Once you have the maps baked/painted, just apply them to a material and apply that to the lowpoly in Max. Try to think of your high and low poly meshes as essentially the same model but as two seperate representations, if that makes sense.
  04 April 2013
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