heres a pick …https://mywebspace.wisc.edu/jgphillips/web/normalheads.JPG?uniq=-db53ch
This shows what the two separate models look like side by side in Melody after the normal map has been produced.
Used sharpconstruct first, then went to blender and built a low poly, then imported to melody for the awesome stuff.
Had to play with melody for an hour or so before I had something that wasn’t only partially complete.
100000 faces for left model, 296 faces for the right model with a normal map.
Problems that I came across.
Sharpconstruct currently can’t support rediculous amounts of polys so I used subdividing in blender then went back and forth between the two. The crease in the center of the chin happened where the heavily subdivide area meets the lesser. I haven’t tried using the subdivision w/ masking in sharpC yet so it maybe better.
Melody seemed to have issues if the two models are very similar sizes. So when I first built the low poly I was simply creating a second head right on top of the hipoly head. This made it obvious where a plane on the low poly was intersecting the highpoly area. So I was forced to scale the low poly head to be bigger than the hipoly, then the lowpoly head could complete encapsulate the hipoly head without intersections. After that I was able to play with the option and get melody to create a full normal map. Otherwise it was struggling, but this might just be me not understanding the options well enough. (might post a pic later showing what I mean exactly)
Melody can import the uv layout along with the an .obj file so the normalmap can be produced to fit your blend uv layout. I’m still trynig to find the “give me my normal map button” lol, got tired last night.