Here’s a not so finished retopologized chest mesh I made yesterday. I decided to test baking normal maps and ambient occlusion using xNormal and see if any errors would occur.
I had some weird UV seam distortion when I exported the mesh and the maps to UDK, but after an hour or two troubleshooting I found out that you’d have to rotate the UV’s with seams in maya to match the tangents to get rid of the UV seams of the normal map. There’s probably some easier solution I’m not aware of. The problem’s solved for now though, so I’m happy to continue on with my retopologization.