There´a a few things you can run when trying to bake.
*ZBrush UV shells tend to "shrink" when subdivided to higher levels, which means your maps may not line up nicely around UV shell seams. *Projecting detail between meshes may result in stray edges/vertices. *You need good UVs to get a good bake. *Intersecting faces are hard to see when "double sided" is switched off. Since you go for a game resolution geometry result: How about exporting parts of the highrez geometry with a nice broad overlap each and importing that into Softimage? Then, in Softimage, modeling a clean low poly version on top of the highrez meshes. You could use ZRemesher or decimation master to get better initial lowrez snippets, then clean out, merge and UV map inside Softimage. I´m not sure about using UVs outside the 0-1 range with Unity, which means you have to face the fact that your texture space is very limited unless you use an alternative approach to generate additional surface detail inside your egine that needs fewer, smaller but tiled maps. A few free tutorials you might like: http://eat3d.com/free/vertex_painting http://eat3d.com/free/xnormal_overview http://eat3d.com/free/cryengine3_decals http://eat3d.com/free/mudbox_displace Myself, I am a fan of crazybump (and the likes). Helps a lot in creating very nice maps from, let´s say the diffuse map. Once you have your lowrez mesh, I would like to suggest you try baking using Gator/rendermap or Mudbox. For level 0 meshes with a map of 1-2K, Mudbox gives easy, quick to use bakes and will not introduce as many sampling errors as it does when you tell it to smooth UVs, that´s where it will struggle, tho. The Smooth UVs option in Mudbox´s map extraction will give you a lot of stray pixels. On the bonus side, your UV shell borders don´t "shrink" if you tell it not to in the prefs. You can of course also avoid UVshell shrinks in ZBrush when baking to a mesh that´s not subdivided at all. Hope this helps, Cheers, tim On 28.03.2014 01:37, Williams, Wayne wrote:
Hey Mirko, Did you use the Inflate brush a lot to create the details? If so, that can cause a lot of noise because the polys are now mashed into one another. As for zeremesher, it's more for helping create new topo that conforms to the surface. It's not going to transfer the detail most of the time. That means you will have to do a projectALL to get those details back. Without actually seeing the models I would guess that the detail is very high frequency/noisy in the sculpt. If you can import the hi rez sculpts into xsi and it's all blackened weird surface detail, then that's it. Nothing you can do to fix that other than to smooth it out in zb. A trick that helps me sometimes narrow down a problem area like that is to turn on Double in the Display menu down on the bottom right. That will show double faces and you'll see the culprits stand out easier. Hope that helps. -Wayne ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ *From:* [email protected] [[email protected]] on behalf of Tom Kleinenberg [[email protected]] *Sent:* Thursday, March 27, 2014 7:22 PM *To:* [email protected] *Subject:* Re: really hgih poly zbrush to SI I seem to recall Zremesher giving odd results at a first pass, but if you run it again it gives cleaner results. I think it was in one of Paul Smith's videos - I may be crazy though.What do you mean when you say "weird polygons"? I'd try exporting the remesher mesh to Xnormal and see what sort of bakes you get. On 28 March 2014 00:37, Cristobal Infante <[email protected] <mailto:[email protected]>> wrote: 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] <mailto:[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]> 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____

