>>315799770
>you don't need UVs on the high poly at all so you can make it ridiculously high poly and sculpt details into it, or if you're starting with something high poly, you can box model around it's shape and bake the details in so that it's low poly enough to use in game
Good to know, thanks, might scult some smaller indentions for emission into the high poly mesh. Then just use normal maps/ao to give it a 3D look.
Did this with bevels on a logo added to a flat surface in PS before, and it looked pretty 3D in VRC, despite just being texture.