Some baking problems
Haio
I've been sculpting my Spidey, and when I finished i ran into a huge problem for me. As i thought, I'll make UV's with UVmaster, export the high poly jacket, export it's clone (both with UV's) and bake AO map in xNormal or Topogun rather. I know thats silly, but I didnt really know how can I get the AO map without "lowpoly" (although the clone of the jacket wasnt that "LOWPOLY" at all: 300k polys). So I tried to bake AO inside Topogun: it just crashes everytime I import both meshes, then I've tried xNormal: it's not working either. So I just wanted to ask if someone can explain, how do you bake an AO map (to use it for painting the color texture inside PS) without a low poly? In case you dont need a lowpoly, it's just too hard for me to get a good color texture using only polypaint.
Replies
https://www.google.com/search?q=zbrush ambient occlusion polypaint&rct=j
Thanks.
I'm not a frequent Zbrush user, so I can't really give you an informed workflow.
I think ultimately you do need a low poly model to create good uvs, then reproject.
I didn't even know what to google to be honest, but your search actually helped me alot and i've got what i needed, thank you!
Here's the result: https://www.artstation.com/artwork/vzNlx