@ I’m surprised max had no issues in unwrapping a 1.5m point sculpt! Impressed though; that’s a good sign. I found retopologizing to a lower poly count, subdividing and then projecting to work really well because I don’t even want to think about marking seams on such a dense mesh, and ZBrush will interpolate UVs on subdivide, so I got the same mesh at the same density but was able to unwrap at a lower subdivision instead, which made the job faster.
Every artist I’ve talked to about this has had the same reaction, though—“what am I supposed to do with this?” but it seems like at the end of the day it’s not that difficult, which is good. I’m sure Epic will also do more videos on new pipelines and such in the coming weeks, as that seems to be their MO