When you export the lowpoly OBJ, are you including vertex normals in it? In Xnormal, when you add the lowpoly model, are you setting it to use Exported Normals?
Why would you want to paint on the lowpoly mesh in Zbrush? Even if you add subdivs- why? Why not painting the highpoly and baking the diffuse in Xnormal to the lowpoly?
Been working on a Lowpoly project for my school. During the week we where tasked with creating a lowpoly model with a limit at 500 tris and a diffuse map of 128x128.
No. Only the lowpoly UVs matter, since the baking tool uses the lowpoly UVs to bake the details from the highpoly. This might help. http://wiki.polycount.com/wiki/Texture_Baking
The artifacts occur because your lowpoly mesh intersects itself. For the ropes it would be the best to just bake a small tilable piece and then tile the texture on the existing lowpoly.
Okay so let me get this straight. I export my high and lowpoly, triangulated. I then import my lowpoly that is triangulated and then make a cage off of that?
The more soft your HighPoly, the more work you have to put in your LowPoly :-) (When using the HighPoly without TurboSmooth and support Edges for your LowPoly)
This is a watch for the character I'm currently working on Smooth shaded Weighted normals Wireframe of tris. Had to add this bevel because my lowpoly couldn't catch the bevels in that area even after I manually adjusted the cage in blender UVs Normal map(smooth shaded)
Hey, guys! The lowpoly is going through each other, and when i have my Highpoly it is not. Can someone explain to me if this is ok? Or when i bake, the lowpoly will not be showing through? Low High