If it's a deci mesh(optimised triangulation) why did you export aa quads? Try adding a smooth modifier as they are normal shading errors.
Also, why was your mesh nearly 2mill poly after decimation. There are no details on the mesh that require that kind of polycount This mesh could be zremeshed to 10-odd thousand or less and exported at that. I see a lot of novice ZB users using uncesscarily high polycounts for no other reason than that they can.
Thanks for the reply, I am a novice at Zbrush so that explains why I made all these mistakes. I will do my best to correct the mistakes I made.
Fair call, mate. I would recommend getting used to the workflow in ZB, otherwise you'll just frustrate yourself, lose lots of time, and pick up bad habits/inefficient methods. ZB is so flexible that once you 'get it' you'll really increase your productivity.
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Also, why was your mesh nearly 2mill poly after decimation. There are no details on the mesh that require that kind of polycount
This mesh could be zremeshed to 10-odd thousand or less and exported at that. I see a lot of novice ZB users using uncesscarily high polycounts for no other reason than that they can.