OK, so I followed the following process:
-Created high poly sculpt in ZBrush, polypainted and everything.
-Retopologized with zspheres
-Turned projection on to see my high poly details.
-Created an adaptive skin with density of 1 from that topology.
-Made that polymesh 3d and used UVMaster to unwrap and make UVs
But how do I get all those original high poly details as diffuse/bump maps that map to the low poly model’s UVs? I tried copying and pasting UVs but it won’t take… I’m missing some fundamental concept here or if there’s a better way. :banghead: