You should post what you've got already as it'll be a lot easier make relevant suggestions. Some quick suggestions would otherwise be that you could add some moss via vertex painting, add some mushrooms and/or bake some AO to the vertex colors to add some depth.
Zbrush displays the point/vertex count, not polygons. And it doesn't take into consideration the real vertex count in an engine either (UV/smoothing splits) Edit: (Sorry, I guess the subtool display reports polys as well. In which case it likely is a triangle/quad difference as it returns 6 polys for a basic cube)
Yeah, there's a transfer vertex maps option - it copies from the background mesh to the foreground - you probably want Distance rather than Raycast for the Sampling Method if it's an identical mesh. The copy/paste is reliant on identical polygon & vertex IDs which aren't guaranteed to match up between two different files.
This is incredible work guys! The Divison is one of my favorites in terms of visual consistency and image quality. I would've guessed that these details were material-layer blended using vertex colors applied only to the bevel. Basically an inner edge that is vertex painted and guarded by the actual non painted bevel…
btw one can get smoother results from changing from per-vertex lighting to per-pixel. By normalizing the vertex normals on per pixel level you get better quality out of the mesh. That doesnt require a normalmap and still looks much better than classic goraud shading
The material ID map is a map of all of the materials you have applied to the high poly mesh, where each unique material gets a unique color. So, if you only have one material applied to the high, this is the expected result. To bake out vertex color, bake an Albedo or Vertex Color map instead.
Used to work with CAD files a lot where you get stuff like this. There are only two options: Remodel or fix vertex by vertex. In that case you might want to remodel it. There are some decimination tools (which will not help here), but I didn't hear of any retopo tool yet, at least non automatic one.
Nothing too exciting tonight, I made a planet material that uses vertex colours to blend different surface types. So for example, these planets below are all the same UE4 material, It's just different vertex colours settings (colour/brightness per type of terrain is also simple to change, via the instanced material)...
I don't think its possible to export animations to unreal without a skeletal mesh. Right now, unreal does not support vertex animation data from FBX files. There is support for morph target though. Have a look at this thread. https://forums.unrealengine.com/development-discussion/content-creation/491-vertex-animated-fbx
Channel Display Shader Update! ----V1.04---- Added the ability to display UV channels on a mesh. Cell Shader Update! ----V1.04---- Added the ability to multiply vertex colors over base color map value. To use raw vertex colors for your mesh, disable the albedo input map, or use a white albedo map.