Any tips on exporting high polly models from zbrush? I always end up getting stuck on this part of my workslow. I just cant export my high poly models for baking. Anything over 20 million points crahes and may or may not successfull export. Ive also run into trouble With exporting an ID map. Polypaint doesnt export with .objs properly, and fbx export crashes at even lower tri counts than obj export. I've also found my fbx export polypaints to be broken too, with black areas on them, probably errors related to files size maybe? Keeping scale consistent is also a hassle, Making sure my decimated retop mesh dosent end up a different scale to the high poly is another thing I've had to look out for
Whats your workflow when it comes to this part of the process?
As for polypaint exporting in obj, it does, but iirc objs don't support it officially, so some apps might not read the vert color ZB data from objs. Don't think max's obj importer reads it for example. Worst case is you can make an auto UV in ZB and transfer polypaint to texture. And just pull the texture during the bake instead of the hi polys vertcolor.
I can't tell what you are doing to mess up scale, but you if change the scale in max obj settings or ZB export settings that will definitely do it. You can just goz, which should avoid mismatched scale issues.
Regading GoZ, Is there much benefit to that? 3dsmax's exporter seems to struggle just as hard as Zbrush, I havent tried maya but I assume its the same.
goz has failed me too often in the past, lots of the scaling issues seem to come from it
exporting everything in a single fbx creates one gigantic file, which can become a bottleneck quickly, the upside is, fbx natively handles vertexcolors. if you neeeeeed them in max,or maya this would be the way to go. zBrush just slaps the vertexcolors in the end of an obj file, natively obj doesn't support vertexcolors, you need a custom importer to make this happen.
i didn't bake in max in ages. max by now is only a modelling tool to me.
but max isn't made to display 20+million polies iper object n viewport, but it can handle it in renderer. so an old trick is, to import everything in boundingbox mode, then set those meshes to boundingbox preview. so the viewport doesn't have to render them.
but really, i'd suggest using marmoset toolbag or any other dedicated baker. unless your final output renderer is supposed to be or is synced to 3dsmax. which to me sounds very exotic and unusual by now. 10 years ago, maybe. But nowadays almost everything is MikkT or if the engine is a little older, synced to maya.