Are you sure you're seeing pixelization, and not the polygons out of zbrush? By default zbrush exports with hard edges. I can't think of any valid reason you'd have visible pixels at the resolutions you're baking, at a reasonable distance from the model. Can you post a screenshot of this pixelization?
A couple other things to try re: pixelation Make sure your UVs are clamped to straight edges if the shape is straight in 3D. If the edge is slightly rotated or angled in UV space it will take a significantly higher resolution texture for it to look sharp. Increase the sampling from 4x to 16x or 64x As far as using multiple…
Hello, I'm new to UV unwrapping and I've been having some problems using Marmoset Toolbag 3. I'm creating a game-ready asset of a SP2022 handgun. I've completed the high-poly model in ZBrush, the low-poly model in Maya, and am onto baking in Marmoset Toolbag 3. At a first glance I was pretty happy with the result, but when…
For the issue with the hard edges, it looks like you've set up hard edges but do not have splits in your UV map. You'll need to soften those edges or split up the UVs so the hard edge regions are isolated. See the Best results -> Hard Edges and UVs section here:…