Dear all, please help with the correct workflow.
I have a character created in Zbrush for a game with multiple subtools which are cloth details etc.
So definitely I need it to be one mesh with low poly geometry.
What I'm doing now it merge all visible subtools to one mesh then dynamesh it to 3-4M vertices.
Then zremesh it and project details from dynameshed mesh. It works rather well but some high level details are missing at the end, like very sharp edges.
I've tried to project high level details from multiple subtools but it does not work. The result mesh have some glitches on parts where one subtools is behind other subtools (like body, t-short and vest). And polypaint does not work at all in case of projection multiple subtools there are just a mess where an area covered by several ones.
Please tell how should I create a one mesh from multiple subtools keeping all polypaint and details?
Replies
whilst Dynamesh/Zremesher are fantastic tools, their real effectiveness is knowing when to use them. Dynamesh is generally used as a block-out tool(amonst other things) or at a very high res on hardsurface creation. Using it as a retopo-stage tool on a fully detailed character with high frequency detail is certainly to be avoided.
With a full character intended for animation, manual retopo is the only way to go for the best(and most controllable results)
then UV/bake your maps as Neox mentioned. Polypaint(vertex colour data) can also be baked in a tool such as Xnormal.
Seems like normal map of Zbrush rather different from those applications. Right now I'm using Substance painter to bake normal map. That's why I want project details of high poly mesh to combined mesh on highest subdivision.
Probably I should stick with baking maps from zbrush... But I could not find on the Internet why the normal map from zbrush does not work on substance.
From your comments I understood I missed the point of combining everything to one mesh.
What I've done now I've exported all high poly subtools (about 17M vertices) to .fbx and used that on substance as high poly mesh for baker. And that works just fine. All details and polypaint are in place.