vidi (7/25/2020)
greggoryaddison (7/12/2020)
I’m going to research how to sculpt details in blender without altering the polygon count thanks!! Sculpt the details on a high res mesh and bake it as normal maps for the lowpoly mesh.
Yep, that's how it's usually done. It is not a trivial process, though. There are caveats for choosing projection strategies and right levels of subdivision and settings etc. XNormal is a free tool often used for this process. Tutorials on Blender and xNormal might be helpful, there are a few good ones on Youtube.
Then there's also the question of combining the normal maps correctly. E.g. I apply normal maps from some skingen preset and then I want to add some more specific details and wrinkles, so I export the model to Blender... and now there's a problem - I don't have the original high-res mesh for the skingen normal map. So, to be able to combine my sculpted details over the skingen normal map, I need also to import the normal map into Blender and make it effective while sculpting on my own high-res mesh. I'm not quite sure, how this would work in practice. If it doesn't, then I will have to reproduce the skingen normal details from scratch in my own model, which might be lots of work and not match the skingen result (because average CC users are not professional sculptors).
Even if I manage to sculpt my own details in addition to the skingen preset normal map, then I have to bake both normal maps together. Not sure if xNormal can do that.
As you see, there are so many caveats and ways to shoot yourself in a foot during Blender-sculpt-bake-CC pipeline process... That's why it would be great to have some "official", supported guide to do it properly. Something that Reallusion would support themselves and ensure compatibility with every CC upgrade, like they do with Unreal tools.
However, once you start going to external tools, after some time you will find that actually you can do everything you need using Blender and other tools and do not need CC at all. So, that's the "dark side" for CC. It's still not all-in-one tool enough to do everything you need. Built-in detail painting & baking and custom morph creation would be awesome to avoid users going away from CC when they realize its limits.