So it means that it's still about triangles count and not about models 'outline'? Asking because with fixed normals decimated model looks fine outside the painter 😅 It just seems like painter takes into account all particular triangles on the rims and bakes around them, ignoring normals and stuff like that. I'm trying to…
Hi there, So this is important even for highpoly / decimated highpoly model? What do you mean by "is this important" ? Sure enough you want to fix your issue, there's nothing "important" or "not important" about all this ... Regarding your tests : I'd say that your methodology is off, because nothing guarantees that what…
My apologies for the bad phrasing. I am just trying to figure out correct steps between somewhat finished model in zbrush and prepared for texturing model in painter. I haven't worked with zbrush before so some things are just weird. I suppose I tried exactly what you suggest. But it seems like painter just ignored all…
Hello. I am try to bake high poly to low poly. When I used original hp model everything worked as expected. Then I decided to try the same process but with model decimated in zbrush. And It seems that painter doesn't like it. Is there a way of working around this? Thank you 😄
So this is important even for highpoly / decimated highpoly model? I figured that it is the best option. But I kinda messed up with division levels, so just trying to use this for learning experience for now :) Yes, sure. Added my attempt at explanation below.
Yes It's possible, but the problem is that Zbrush doesn't display interpolated shading at all, only hard edges (as if all faces were split, or as if all edges were set to hard). Meaning that the visual result in Zbrush will be misleading if any of your later steps display the model as smooth shaded. The first thing you'll…