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Retopology OR decimation?

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:


And I've made two attempts at retop (Maya) and baking (Substance Painter):
ATTEMPT 1:



ATTEMPT 2:



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 :)

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