Hey guys,
Having an issue with my attempt at polypaintuing a zbrush model : I polypainted it then exported it to xnormal in order to bake a vertex color map as a base. I have unchecked the "ignore vertex infos" in xnormal, so the problem is clearly elsewhere, but here's what I did
- I exported a low poly base mesh from Max to zbrush and sculpted then painted it. NOTE : I'm suspecting all my issues to be caused by the fact that I exported the low poly without placing it at the origin...thus I had also troubles with my normals, that I fixed by reexporting a 1 million poly only object from zbrush to max, repositioning the pivot at the center, then placing the hi and lo at the origin, the first one being caged by the second
So my normal ended up ok...but my polypaint information don't seem to be kept when I exported the zbrush model into max...so the result in Xnormal is a blank map...
I get some results by using the hipoly directly from zbrush without repositionning it properly in Max...but since it's offseted from the low poly (again, maybe I'm wrong, but I'm guessing still because my original low poly wasn't exported from the origin point), I get a quarter of a map that doesn't match my uvs...
does anyone have an idea about what I could do ? Right now I'm guessing that I should just decimate my hipoly to make a new low poly, give it some uvs, and rebake my nromals and creating a texture from polypain...
Thanks for helping (and reading), I hope I haven't been to unclear with my verbal diarrhea