You would usually bake this detailed mesh down to a normalmap to be used on a low poly meshZ0ltBa said:Hi, thanks for the answer. Yes, i know, tried to clean it up by hand adding new vertices and supporting edges, then target weld the miss-matching vertices, and it kind of worked but this is why i ask if there is any way to approach this correctly, or re-topologies the final result somehow. I tried welding the pillars together in ZBrush and dynamesh it to a higher polycount to keep the details and then subdivide it with zremesher, but it just became way to high poly for game asset. Any advise?
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