I did a retopo of a mesh by hand. Now, I found it to be ok and tried to bake a normal map out of the high-res-sculpt and the retopo. I tried it
- with one stage of subdivision applied
- and without applied subidivision
with subdivision it is smoother, but still has artefacts. now, if I subdivide further til the polycount reaches a supersmooth amount to blend out the polygon edges in the normal map, there is no sense in retopology I think? :S
(32-bit float-map, non colour data, combined with UV Map-node and Normal Map-node, linked to Diffuse and Material Output)