Hello,
I'm making a trim sheet that I sculpted in Zbrush. However, I kept getting errors when I tried baking some maps in Substance Painter. The errors seemed to indicate that the mesh was too high-poly for my computer to handle, so I used the decimation master tool in Zbrush to get the poly count down. When I decimate my trim sheet, it looks fine in ZBrush, but when I import it back to 3DsMax, it creates these black areas caused by what seems to be overlapping faces. Moving vertices fixes the issue, but I just don't think fixing vertices one by one is the best way to resolve this (or maybe it really is the only way). Anyone know what's going on? Is there some way to fix this issue, or should I attempt to lower my polycount in another way? Thanks!
Replies
This is why I never decimate
You could probably use bpr render to see if you make this visible in zbrush