I need clarification since I've done a high to low poly process before but now there's a new problem that complicates things for me slightly.
How I would do a character is make the high poly with all the details (clothes included) and then retopologize it, clothes included, as one full mesh. Then with the retopologized mesh, I'd bake a normal of the high poly.
But the problem is that this works only for one costume of this character.
Now I'm thinking of a different pipeline for interchangeable clothes. So it'd be the same character. I'd do the high poly of the naked character. But then I'd also need to do clothes over this high poly naked base mesh. That leads me to--
How do I sculpt the high polys and do retopos of clothes over a naked character?
What is the UV mapping process considering it's no longer just one mesh but several different ones like the head, hat, shirt, pants, boots, etc. ?
I'd like it to be possible to iterate or add new clothes whenever a new idea comes up or if problems arise.
Sorry for the noobish question. I've found several low to high poly workflows but not for high to low. Let me know if there's any other solutions or if my reasoning is incorrect. Thank anyone for their times for helping.