So, I'm making game ready models which require me to model a high poly mesh, then I decimate it's duplicate to create a low poly mesh, and then I import them into an external software where I bake normals, but it only works if the UV maps of the two meshes are identical.

Now, when I have these 2 different meshes in blender, is there a way that I can use to make them have the same UV maps?

P.S. Lets avoid marking seams & Retopology

  • $\begingroup$ Possible duplicate of How to unwrap multiple objects? $\endgroup$ – Duarte Farrajota Ramos May 30 '17 at 23:10
  • $\begingroup$ Also see blender.stackexchange.com/questions/68877/… $\endgroup$ – Duarte Farrajota Ramos May 30 '17 at 23:11
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    $\begingroup$ @DuarteFarrajotaRamos none of these answer my question, the problem is not in unwrapping multiple objects, it's in matching of the UV maps of these different meshes $\endgroup$ – Igor Tatarnikov May 31 '17 at 14:21
  • $\begingroup$ The critical point is that they be the same - and this is possible by creating the low poly first and then creating the high poly from that, but it precludes geometry added that is not accounted for in the original mapping..... $\endgroup$ – Craig D Jones May 31 '17 at 15:09
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    $\begingroup$ If I were you, I would start with the low-poly mesh, UV map it, then duplicate the low-poly, SubSurf it, and sculpt it. Then I would bake the high-poly normals from the sculpt back onto the low-poly mesh. I would do this all in Blender, as both Cycles and Blender Render support normal map baking. $\endgroup$ – Mentalist May 31 '17 at 16:01

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