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 >> > >

