Hey guys! My first thread here, desperate for some help regarding workflow.
I've been sculpting and poly painting a character in ZBrush for a few hours now so its well over a few million polygons at this point!
I wanted to take my sculpt and unwrap it in "Headus UV Layout" rather than using UV Master. Eventually creating AO Maps and such in XNormals and nDO etc.
So I THINK the right thing to do is to decimate my hi-poly sculpt at this point to take it into Headus for unwrapping?
That's what I thought I might have to do anyway, but when I decimate, it deleted my poly paint information.
How do I go about this?
I'm very new to ZBrush still so its quite confusing for me on how to incorporate it into a workflow.
I'll roughly describe what I want to do if it helps get my point across.
I want to take my hi-poly sculpt, unwrap it in Headus and then be able to bake the detail into a low poly version whilst retaining the poly paint as I'm very happy with how the poly painting has turned out.
Any help would be greatly appreciated!
Thanks!
Replies
1 - Use "ZPlugins: Decimation Master: Use and Keep Polypaint" to preserve polypaint.
2- Your highpoly sculpt does not need UVs if you're going to bake with xNormal. Xnormal is capable of using the polypaint data from the sculpt, so only your final lowpoly mesh will require UVs.
http://www.polycount.com/forum/showpost.php?p=1830333&postcount=2