Hey Guys I was wondering if ther was a way to bake the high poly mesh baked on to the low poly unwrapped mesh in Zbrush, I can use softwares like Xnormal and Maya or Max but is there a way to transfer high poly details to a recently unwrapped low poly mesh of the same charterer
You can bake texture and normal maps in zbrush, but unlike with xnormal you can only bake using the exact same mesh. In other words you need to have your UV’d lowpoly mesh at Sub-D Level 1, and your sculpted and painted detail on some higher subdivision level of the same subtool. If you have two different meshes, then you could try:
- Appending them together as separate subtools
- Subdividing the lowpoly mesh as needed in order to contain the detail.
- Use Tool: Subtool: Project All to project the sculpted subtool’s detail onto the UV’d subtool
- It might help to subdivide, project, subdivide, project, and so on until the detail is fully transferred over.
- Now that you have a UV’d subtool with all the detail you want to capture, you can use its subdivisions combined with the Tool: Texture Map / Normal Map subpalletes to create your maps. I think you’ll want to be on the lowest level when you create a normal map, and the highest level when you create a texture map.
http://docs.pixologic.com/reference-guide/tool/polymesh/normal-map/
http://docs.pixologic.com/reference-guide/tool/polymesh/texture-map/
Personally, I’d still recommend baking your maps externally, especially when it comes to normal maps. This way you’ll have control over the vertex normals and tangent basis in order to match whatever software will be reading them. Not to mention the other benefits (like using completely different models for the low/high res, not having to combine different models together, etc)