Yup. Xnormal has an option to bake polypaint along with the other maps. The highpoly obj object supports polypaint so it wont need UVs, just the low poly.
You can bring your low-poly model into zbrush and use the project functions to project the polypaint from the high-res model onto the low-poly, which will keep the UVs. You would have to subdivide your low-poly a lot so it can retain the polypaint data, then project from the hi-poly to the subdivided low-poly with UVs, you…
Hello, I'm new to zbrush and I'm making my first character. I have a low-poly version of her made in 3d-Coat that I retopologized by hand and a high-poly, polypainted version from zbrush. As far as I know, what I should do now is UV unwrap the low-poly and then take them both into maya and set up the low-poly as a cage and…
If you use Xnormal, Use "Bake Highpoly Vertex Colors", and in the High Definition Meshes menu, uncheck "ignore vertex colors", but only do that after you baked your AO map, for example, or else the polypaint will affect it.
Hello ! Would you know if Xnormal is still the best (only) way to bake huge meshes polypaint to a low poly texture ? Or if there's a way to do it in Zbrush now ? I'm messing with laser pointclouds so the polycount is quiet hardcore. Thanks !
Not sure about marmoset but Substance could only do it with something around 10 -15 mil and not with GPU render. 30-40 mil model and both Substances just hangs. Decimation in Zbrush doesn't work basically if you want to keep polypaint. Xnormal could load 700 mil model (in my experience) taking forever just to read it. Too…