Hi I wanted to post some personal work on the forum, most of which done in ZBrush, some retopologized in 3ds Max. Here is a ZB sketch, decimated then rendered in Mental Ray.
This looks great! But how do you decimate a high-poly mesh while still retaining textures to be rendered in Mental Ray? Didn't you have to create UV's and a diffuse map for that first?
BARDLER, Kot_Leopold, thank you! I UVed the lowest level of geometry in UV Master. After exporting a texture map, I decimated the highest level of geometry, clicking Presever UV's in the Decimation Master settings. Hope this helps!
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