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____



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