ZBrushCentral

How to bake a decent low poly result using Zbrush?

I have a problem . Zbrush gives a nice freedom with dynamesh but I have problems getting low poly hard surface objects with normal maps in Zbrush.

I am doing complex objects with a lot of densely subdivided subtool and need a low-poly simple shell with a hi-res texture.
I can’t get the hi-res shell in zbrush. It take forever to project onto multiple high detailed subtools, hangs or makes massive weird spikes.

What am I missing ? Is there any other way? Should i use Xnormal or something? It takes forewer also and gigabytes of export from Zbrush.

Would be appreciated for any help or idea.

Using Decimation Master might be suitable to reduce your poly count. I don’t really know exactly what advice to give as you have not specified what you want to do with your sculpt.

If you need a low sd level to retopo for animation then it’s a different process (but if it’s all hard surface then this shouldn’t be much of an issue anyway)

In my experience xNormal is good for normal maps, but ZB might be good enough - it’s up to you…

Zbrush has never projected across multiple subtools well. I personally use xNormal for projections as well.
If xNormal is giving you lag then you either A) need more RAM, B) Should decimate your meshes before exporting to xNormal.

Make sure you’re using subtool master to export out all of your subtools at once. You can also drag and drop multiple files into xNormal to help you speed up this process as well.

Hope that helps.

Decimation master kills polypaint. Even its keep uv feature works not very well on my side. So it’s also a problem.