![]() You will now be able to go to the lowest sub-division level of the re-topologised mesh and create normal or displacement maps as needed. You may need to experiment with the settings (Tool > SubTool > Project All ) to get the best results. You added that projection isnt used for games. High poly to low poly bake, is to make the model look like its high poly, using textures. Use the Project All feature to project the high resolution details onto the re-topologised mesh. That makes more sense, so reprojection is just to make a high poly mesh workable again (i hope thats proper english), or essnitally just giving it better topology.Any other subtools should be turned off (or deleted). ![]() ![]() Make sure the re-topologised mesh is selected and at its highest sub-division level, and that the high resolution mesh is visible.Subdivide it until it has about the same number of polygons as the high resolution mesh. In the subtool list make sure the re-topologised mesh is selected.Select your original high resolution mesh and append the re-topologised mesh imported at (1).Import your re-topologised mesh with its UVs from Maya.Basically what you are trying to do is transfer high resolution detail from one mesh to another. I think aurick was confused by your post title. Cue me going back to the forums to figure out what I did wrong. I made sure RGB was turned on in the “Draw” tab, and clicked Project all. At this point, Project all wasn’t available, but clicking my high-detail sculpt in the SubTool menu, the option couldīe selected.Subdivided it eight times to get roughly the same amount of points on it. I hid the High-detail sculpt so that only my low-poly mesh was in the picture, and stored a morph target.I went into my Subtool menu, deleted the ZSphere that was lying around, and appended my low-poly mesh.I then increased the sculpts SubD to it’s default value (7) and applied an extra level of SubD to it.Lowered the sculpts SubD levels and created a normal map, and cloned this Normal map to the texture palette.Started Zbrush, and loaded my high detail sculpt in the form of a tool.(Attachment) Am I missing a setting? I’ve followed along all the advice up until that point, including turning on RGB to project color, but I want to make sure I’ve followed them correctly. ![]() After “Project all” has finished computing, what I’m left with is my subdivided low-poly cube, and none of the high-detail sculpt information. Ok, I followed along your advice, but I’m still having some trouble. ![]()
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