Hi guys I was just wondering if you could help me. Here has been my pipeline.
High poly in zbrush
Poly Paint
Retopologize
Project all onto new low poly mesh
create UVs and Maps
Now everything up to here works fine but now i am trying to Goz over to 3ds max to animate the low poly mesh but when i render the mesh it is terrible quality. This is the render i have taken in max. Any ideas why it doesn't seem to be translating properly?
Thanks
Replies
How does the retopo look? How does the high poly painted model look? (show screen grabs, not renders on a black background / unlit model)
Since all that seems to have been done in zbrush, did you use it's Auto UV options to create the UVs? Generally that would give each face it's own UV island, which could contribute to the appearance like that (texture wise those autoUVs would be fine with some padding, but I'm not sure how well they'd hold up when trying to display normal or displacement maps). Disregard if you used UV Master.
You'd probably be better off baking the maps in Max. You would have more control over the result, a more synched tangent basis, etc.
How would i go about baking the maps in Max? Any tutorials?