I'm importing this model into ZBrush from Max. For some reason some parts smooth correctly but other parts remain looking like they are not completely smooth. Is there something I am not doing correctly when exporting the model from Max? The model in ZBrush allows me to subdivide about 3 times before it gets to 3 million polys.
Also I've also had the issue were those low poly details/artifacts on the high poly sculpt would transfer onto my normal map once I bake it down to the low poly.
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Btw at the moment the possible issues that pop in my mind are or a smoothing group issue or an "edge "proximity" issue (meaning that you have edge quite close one to each other and so when subdividing in ZBrush you will get those visible hard lines), but I kind of guess that you already checked and excluded those.
Also do you export using obj or fbx? I ask this becuase recently I had some weird issues/artifacts using fbx to import a mesh in ZB that I don't get when using obj.
The main issue is that you probably have the entire model as one mesh. So when you subdivide one thing, you're subdividing it all (mirrors, handles, tires, etc). 3 million polygons might not mean much to that circled area if 95% of those polygons exist elsewhere on the model. If the model were to be broken up into individual parts/subtools, you'll be able to locally subdivide areas independently of each other with greater control (plus it lets you work with more polygons in zbrush).
But I can easily split using polygroups. Thanks so much guys!