@jlampel UV Project is a good idea, I could probably get away with using that on some simpler models.
I wonder, though, if there is a way to get the texture map from Medium to be more suitable for UV Mapping?
I know that the textures from Medium are split up into small islands and that makes them pretty difficult to work with, but I can’t help but think that there must be a way to make them work with the retopologized mesh.
Another option would be to just re-paint the objects in Blender or Unity after retopologizing, but I am no good at painting with a mouse. The whole reason I design in Oculus Medium in the first place is because I work far better with my hands in a 3D space.
This could all be avoided if Oculus Medium could decimate geometry properly, but I should learn to tackle these types of obstacles anyway.
here is an example of a texture exported from Medium:
this is the “body” texture from my “Mouthphone” asset (pictured below)

It could be a futile effort entirely, but I’m really hoping to find some way (albeit convoluted) to be able to use my original materials/textures on my finalized characters without having to compromise quality.
Thanks again, and apologies for digging up such an old post
-Tiff