[SOLVED] How to handle a sculpted mesh
So, I edge-modeled a gravestone (don't have any screens of that on this computer) and then sculpted deep cracks and broken edges into it.
My question now is: How do I handle that sculpted mesh?
UV unwrapping it is close to impossible because of the triangulated geometry that the sculpting created but how do I proceed from here, because I want to use textures to create and apply a material onto that gravestone.
Baking a normal map is not the solution as far as my knowledge goes because it is not supposed to be a lowpoly object and I want the cracks to be actual geometry not just implied. (Unless there is a way to use normal maps to create and alter actual geometry.)
Retopologizing the cracks would prove to be an incredibly tedious amount of work because of all the details, so yeah, I have no idea how to proceed after sculpting that and I couldn't find any topics on UV unwrapping or texturing sculpted mesh either.
Thanks for any help in advance.