When you use the decimation master there are options for retaining polypaint. So you can set-up your UVs, polypaint, decimate, then copy your polypaint to UVs, export everything into Max and then bake. http://www.pixologic.es/downloads/files/pluginz4r3/Decimation_Master_Documentation.pdf I can't quite remember how the UVs…
You don't need the highest subd from zbrush to bake the polypaint in 3ds max. You are not baking normal map. I usually do this: - export level 3 or 4 with GUV tiles, - export the polypaint from zbrush as a texture - import the mesh in max - apply the polypaint and bake from it. Never had a problem so far.
Hello, I`m having a bit of confusion on how to plan my workflow. There are two main things I want to achieve: 1: Paint my color base with Polypaint in ZBRush. Bake this eventually. 2: Use 3DSMax's "Hit Only matching Material ID" function to avoid baking issues with close geometry. I'm aware that XNormal does not support…
Can you export your polypaint colors onto the zbrush auto uv tiles thing? Then apply that map to the highpoly in max and bake a diffuse map in addition to the normals.