it doesnt have to be one big piece. not tried decimation m. and dynamesh. the sculpt is from vr sculpting. also no plans for texture. dont know what to do with it. i just wanna have that low poly mesh in vr for now.
Both Blender and 3ds Max have ok polyreduction tools. I'd wager that blender may still be slightly better, but that's just a guess, because I've seen people mention blender's tools, and not so much 3Ds Max's.
As for zbrush, what do you mean by importing smooth polys? Do you mean all the edges export as sharp? In which case you could just import the model into blender and soften all the edges, and re-export.... Or do you mean something else?
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why does it have to be one piece? what does decimation master do with it or dynamesh?
it doesnt have to be one big piece. not tried decimation m. and dynamesh. the sculpt is from vr sculpting. also no plans for texture. dont know what to do with it. i just wanna have that low poly mesh in vr for now.
perhaps im using zremesher wrong?
then use decimation master. no need to have "clean" quadbased topology for this.
i'm currently making some small props and get to decimate their in-game mesh, as a character artist it's extremely therapeutic.
Use the build in decimation export option.
https://substance3d.adobe.com/documentation/md/export-your-creations-225969027.html
i only use tris cause its faster. u never know how many pols u need with the quad selection
and i think ill sculpt the floor, walls, ceilings and other object seperately for faster decimation and uvnwrapping
is it possible to reduce it just with 3ds max or blender? which one has better polyreduction quality?
issue with zbrush is it doesnt import smooth polys
Both Blender and 3ds Max have ok polyreduction tools. I'd wager that blender may still be slightly better, but that's just a guess, because I've seen people mention blender's tools, and not so much 3Ds Max's.
As for zbrush, what do you mean by importing smooth polys? Do you mean all the edges export as sharp? In which case you could just import the model into blender and soften all the edges, and re-export.... Or do you mean something else?
You can also export from Z-brush with smooth normals, if that's the issue: https://www.youtube.com/watch?v=EUmSVJy4JBc
@Joop yes. zbrush doesnt work with smoothing groups. every face is being lit by itself. no context to other faces regarding light.
@Fabi_G yas thanks. but i still dont get why zbrush decimation master gives me better result than Prooptimizer. something with bad smoothing groups?