The trick is that those are couple parts of huge Wall, with all details in modeled in by displacement map and then modified. So it is already cut out in couple pieces but a lot of details in there and I would like to transfer them as much as possible to low poly model version in Unity.
On Thu, Mar 27, 2014 at 5:26 PM, Williams, Wayne <[email protected] > wrote: > Did the same thing....didn't understand your question. Some things you can > try (as stated previously): > > Break the mesh up into subtool chunks that aren't 10 million polys and > export those and bring them into xnormal to bake bake. This can potentially > give seams so make sure you try to break the chunks in areas that can hide > those. > > > > You can also use zremesher to get it down to something a bit more > manageable poly count wise then subdiv your way back up to about 4 million > or so and project all. You can recover most of the detail but depends on > how much detail you are trying to maintain. I work daily with super dense > meshes being a game artist and I don't really ever get up over 4-5 million > polys for any single subtool. That's nutterbeans level there. ZB starts to > really bog down so best method I've found is to make sure I keep the > subtools separate. > > > > *From:* [email protected] [mailto: > [email protected]] *On Behalf Of *Mirko Jankovic > *Sent:* Thursday, March 27, 2014 11:05 AM > *To:* [email protected] > *Subject:* really hgih poly zbrush to SI > > > > 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 >

