Hi, so I'm creating an environment for my final year college project, ancient ruins, so I've decided to sculpt details then bake them onto a low poly, as I'd like to import the models into Unreal. But I'm having trouble with retop and baking. This is one of the sculpts in ZBrush:
![Image: https://us.v-cdn.net/5021068/uploads/editor/74/ulh6qj12bgy6.png](https://us.v-cdn.net/5021068/uploads/editor/74/ulh6qj12bgy6.png)
And I've made two attempts at retop (Maya) and baking (Substance Painter):
ATTEMPT 1:
![Image: https://us.v-cdn.net/5021068/uploads/editor/09/p1g9x2br0ke5.png](https://us.v-cdn.net/5021068/uploads/editor/09/p1g9x2br0ke5.png)
![Image: https://us.v-cdn.net/5021068/uploads/editor/vw/f7ex6can7i6l.png](https://us.v-cdn.net/5021068/uploads/editor/vw/f7ex6can7i6l.png)
ATTEMPT 2:
![Image: https://us.v-cdn.net/5021068/uploads/editor/3f/u6ktmnpqcqg3.png](https://us.v-cdn.net/5021068/uploads/editor/3f/u6ktmnpqcqg3.png)
![Image: https://us.v-cdn.net/5021068/uploads/editor/vp/fkhs62ob86zy.png](https://us.v-cdn.net/5021068/uploads/editor/vp/fkhs62ob86zy.png)
I have played with the Max Frontal Distance and Max Rear Distance (0.05 being the best possible outcome) but no value seems to bake correctly. Therefore I would like to know if I have retopologised incorrectly, or should I instead decimate the mesh in ZBrush and use that as a low poly, after all I want to follow the practices used in the games industry.
Thank you very much
![:) :)](https://polycount.com/plugins/emojiextender/emoji/twitter/smile.png)
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