Hello,
I have a 3d scan with polypaint( 4million polygons) in a layer, and the low poly version with UV in a other layer.
How can I bake the high poly to create the normal map and the diffuse map ?
Hello,
I have a 3d scan with polypaint( 4million polygons) in a layer, and the low poly version with UV in a other layer.
How can I bake the high poly to create the normal map and the diffuse map ?
Hello!
I’ll assume you mean that they are separate subtools. Layers are something different in Zbrush.
You have to project the detail from your high res mesh onto your lower res UV’d subtool that has been subdivided sufficiently to capture the incoming detail. Textures are generated via this process, or you can use Multi Map exporter to automate the export of multiple maps at once.
Note that if the maps must match the geometry in another file someplace in another application (as opposed to simply exporting the base level geometry directly from Zbrush and applying the maps directly to that) you must store a Morph target, then switch to it and load the original file back into it prior to generating the maps. This is because subdividing a mesh alters it at all levels of subdivision, and the maps you generate will no longer exactly match your original imported geometry unless you restore it.
If this is too confusing, or you are not familiar with the basic concepts, then the place to start is here. Trying to use advanced program features without understanding the basics will make everything more difficult.
Thanks