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Vector displacement map work flow for voxel sculpting...


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Just wondering if anyone knows of a sane work flow to go from a voxel sculpt back to a low res mesh and then generate a vector displacement file?! I'm not even sure what order would be best as with voxel sclupting its a reversed process from the normal way of working.

Will there ever be a way to have a low res mesh and then import a high res one using the Texture Baker tool to generate a vector map or is this just not possible do to how they work with UVs?!

Sorry if this isn't the right place to post- not sure what this falls under.

Thank You,

Gideon

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