No no decimate works fine but once in Softimage there are bunch of polys
very sharp and small like very high noise on dense mesh applied. Now idea
was to get full high poly mesh into SI and use Ultimapper as I;ve got some
really god results form it creating Normal map. But ZBrush is crashing
exporting so dense meshes so I guess it would be better to check out other
options like zbrush normal map export, which I never got good result from
but then again I'm in war with ZBrush, totally out of logic for me :) Will
do soem more checking in that option.


On Thu, Mar 27, 2014 at 4:40 PM, Tim Crowson <[email protected]
> wrote:

>  Mirko,
>
> I'm curious about what kinds of errors you get when you try to decimate
> the mesh. That has always worked extremely well for me. Now the result will
> be a bunch of triangles of course, but it works great (especially depending
> on how far you need to be from it). I think you could get your 10M down to
> 1M and have a manageable mesh that still has tons of detail.
>
> -Tim
>
>
> On 3/27/2014 10:05 AM, Mirko Jankovic wrote:
>
> Anyone have good idea how to get really high poly obj from zbrush, like
> 10.000.000 polys to Softimage? Exporting to obj get zbrush crashed on 32gb
> ram comp.
> Decimating or any other stuff in zbrush gives all kind of weird polygons
> once imported to SI.
> Or at least good point how to get proper normal maps.. we are close
> getting them but always something gets messed up. Any point to guide or
> something or tips would be great. Thanks
>
>
> --
>
>
>
>

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