You can UV a decimated zbrush model but you'll need to use a 3d modeling program like blender, maya, or 3dsmax. The lower polygon the final result is, the easier it will be to UV.
If you are doing grass, polygons can be a possible option, 10 tris for a blade of grass and 120 for a clump isn't too expensive, it depends on how well the engine instances it though.
Maybe the real test is to find a way around making the ground transparent and copying the containers, like making the ground slightly reflective, thus saving polygons and rendering time? :poly121:
A bit too much detail still. The small circular shape at the bottom or the small floating thing in the top are gonna get completely lost and cost way too many polygons.
I don't think there's no other way than adding more geo, because that's the nature of baking. Any particular reason why can't you go with higher polygon count?
From what I've been observing this in Fallout 4's loading screens, they used purely alpha textured "ammo chain", which is just a "cylinder". Saving a lot of polygons.
Yes sir, I want to turn SketchUp models to this type of polygons, sorry for my bad English, it's not my native language (though I think I'm doing good!).
Using a higher polygon lowpoly doesnt change anything. neither does subdividing the highpoly further. I tried using zremesher, but it destroys the rim around the middle by flattening it out.