After Retopology, should I apply the modifiers to have a good "Normal Map Bake"? I'm new to the baking of a Normal Map from a High Poly (Sculpt) for a Low Poly (Retopology), so I might have some questions.




From the Image above, as you can see, it's fully retopologized (WITHOUT having the modifiers Mirror, Subdivision and Shrinkwrap applied), BUT you also can see that my retopology is out of the model, the faces of the retopology aren't stink to the Sculpt object.


NOTE: the Red Color isn't the Sculpt object, it's the retopology object covering the Sculpt object that is a Silver Color, which you can't see in the image, since it's already covered.

So my question is, if I do a Normal Map Bake between the High and Low models, does it affect the quality of the image after the bake even if I have such retopology?

2.- What would you recommend me? Should I better apply the modifiers and do the bake or do the first one (If it works)? If I apply the modifiers, my only option to UV wrap is doing the AI Unwrap (Smart Unwrap),since there would be a lot of a vertices.

Thanks for the answer.
Assuming wireframe vertices on screenshot are from low poly retopology object, that object is not "sticking" to the high poly by itself. It's only through modifiers (mostly shrinkwrap) that it doesn't look like the vertices you can see around high poly. So you have to apply modifiers before baking (thought you should make a duplicate before that, to change modifiers in case something goes wrong).

After that the easiest you can do is use Smart Unwrap, it will separate your retopo into "random" parts unwraping it. Thought it would be quite a bit better if you marked seams (Ctrl+E->M) and Unwraped it yourself (U->Unwrap). You can look up some simple tutorials on that (this from BlenderGuru for example).