I hate to state to obvious but have you tried zremesher in zbrush, results
are astonishing on my side...

On Thursday, 27 March 2014, Mirko Jankovic <[email protected]>
wrote:

> 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]<javascript:_e(%7B%7D,'cvml','[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]<javascript:_e(%7B%7D,'cvml','[email protected]');>[mailto:
>> [email protected]<javascript:_e(%7B%7D,'cvml','[email protected]');>]
>> *On Behalf Of *Mirko Jankovic
>> *Sent:* Thursday, March 27, 2014 11:05 AM
>> *To:* 
>> [email protected]<javascript:_e(%7B%7D,'cvml','[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
>>
>
>

Reply via email to