Right now, I'm just trying to export to FBX. Noob question, but what do you mean by "collapsing" down the sculpt layers? Lowering their subdivision levels? I have tried retopologizing, but it has also proven to be a tedious process because of how long it takes for Transfer Details to finish.
Ok, I know pelt mapping etc, but can I use pelt mapping to unwrap it so it will be ok in Mudbox? I can unwrap it with pelt mapping and lay out the UVs, but how to I get it to apply so that they will transfer over to mudbox if you get me. Thanks for the info.
I'd make a copy of the mesh for the radiosity, then make a script to transfer that to the channel of your choice on the original mesh. Assuming editable mesh, that's just looping over the vertex count combining getVertColor sourceMesh index and getVertColor sourceMesh index and setting the resulting vale via setVertColor…
What you'd normally do is make a lower polygon cage and either use that as a deformation Guide or create displacement maps to transfer the detail from the high poly. But 600,000 polygons isn't that much a decent computer should be able to handle millions of polygons. I'd look into displacement maps myself.
thanks Optinium, yeah I'm aware of it. one of the things I gotta fix.. it painted correctly in 3D Coat, but for some reason, didn't transfer well to the texture. I'll end up doing that in PS I guess.. built the UV tile for painting straight lines, so it should be alright..
Using the Transpose Master plugin for the first time. Figured I should transfer my pose to my mesh to see how it turns out.. Only a tiny bit nerve wracking. Looks like it turned out alright! Definitely needs a lot of changes but glad that it works so well.
In addition to polypaint, zbrush can also use Projection Master to transfer document pixol colors to a texture map, letting you paint onto a UV'd lowpoly model without having to subdivide at all. I tend to combine this with a zapplink to photoshop. Photoshop also has 3d painting abilities.
thanks for the encouragement guys :) early on i had some worries how all the blocky shapes would transfer to the lp, but it all worked out realy good, handplane normals are the shit btw. anyways nearly done with the set only the weapon, skinning and final masktweaking in engine left to do.
Hmm, so the low-res TPose Mesh updates correctly with the new pose? But when you transfer it back, it doesn't re-pose the highpoly? Sounds strange, I've never seen that happen before... maybe someone else has an idea :/ For reference, here's the tutorial image kaoticvisions is referring to.
I think the closer you can get it to the character sheets the better, because as others have said, she looks like she would struggle with lifting a wet noodle, and that will definitely transfer over. Remember they are going to be able to declothe down to underwear, so def need some definition.