No.535054 ViewReplyOriginalReport
Let's say I have a high-poly face mesh, made in Zbrush, with several blendshapes. I want to get this into a game, so I need to retopologise it into an optimised mesh. How the hell am I supposed to get the optimised mesh to have the same blendshapes? Short of just snapping each vertex of the new mesh to the surface of the high-poly model? Can someone share the workflow on this?