Hello, I'm new to zbrush and I'm making my first character. I have a low-poly version of her made in 3d-Coat that I retopologized by hand and a high-poly, polypainted version from zbrush. As far as I know, what I should do now is UV unwrap the low-poly and then take them both into maya and set up the low-poly as a cage and then take them both into xNormal to get the normal map, but I'm wondering what to do about the polypaint. Will it transfer to the low-poly during the xnormal process? Or do I have to export it as a texture, but if that's the case, the UV's would be wildly different from the low-poly version (i haven't unwrapped the high-poly).
Essentially, I'm bent out of shape with anxiety over this whole process and I want to know I'm doing this right.
And one more thing, since it's a game character for Unreal, do I convert to tri's after all this or do I convert to tri's on both (high and low-poly) before taking them in to xnormal.
Thanks and sorry if I'm just overthinking this.
Replies
You would have to subdivide your low-poly a lot so it can retain the polypaint data, then project from the hi-poly to the subdivided low-poly with UVs, you can then export the polypainted texture.
I'm not sure if this is the best way of doing this, I'm a bit of a novice but this has worked for me before when tinkering with stuff in zBrush.
Just that one other question then:
When do I convert to tri's? Do I do that before or after baking? And if it's before, do I do that to just the low poly or both of the models? Does it even effect anything if I do it before or after or are both viable options?
Alright, I'll do that. Thanks. I just did UV's. Triangulation won't destroy that will it? Well I'll find out in a minute...
Would you know if Xnormal is still the best (only) way to bake huge meshes polypaint to a low poly texture ? Or if there's a way to do it in Zbrush now ? I'm messing with laser pointclouds so the polycount is quiet hardcore. Thanks !
I don't really care the time it takes as long as it reads it. I'll try to keep meshes under 100 millions tho. The issue in this project is that points color is my only source of color information, so the more points i mesh the better. I'll look into Meshlab aswell. Indeed a good baking tool inside zbrush would be most welcome.