Would be cool if Pixo implement a kind of ray-tracing renderer in Zbrush directly with a cage/envelope for smooth group/hard edges support like Turtle or 3ds max baking tool.
My own guess is that the more they’d try to change their rendering/material system to match a standard 3d program like Max, the faster it would be able to handle about as many polygons as Max can. If that is the case, I’d prefer things how they are now. If it’s not the case, then sign me up.
Your decimation results could be a different issue; do you have unbaked layers by any chance? If not, what do your settings and results look like (screenshots)? You could try an older method that uses UVs instead, but I’ve always had a better result when sticking with polypaint (the texture in this case is the one that introduces noise and distortions).
I don’t know what to say otherwise though; I’d wager zbrush to obj IS the normal pipeline (for game art) and has been for years now. It would be nice if there was a one-click normal map solution that would work for everyone, but that’s just not something that would be up to Pixologic since there are too many ways to bake a normal map and too many ways to render one (it wasn’t that long ago that even Max would calculate it differently when baking vs when rendering). There used to be zmapper, but it was officially removed for the reasons above and zbrush isn’t any worse off for it (it’s not gone because the result would be quicker and better, that’s for sure)art. At the end of the day I’d rather have the focus be more on the sculpting/modeling/painting tools, with easy integration into a free and dedicated baking tool such xnormal.
And as a little side note since you mentioned models taking longer to load in xnormal, I always remove unneeded UVs and Polygroups to help create a lighter file. Subtools can also be handled individually. It also helps to be practical with what you’re doing; there’s very little point in exporting a 40 million point sculpt if the end result is going to be summed up in a 1024 res normal map. Otherwise if it takes a few minutes baking maps, that’s just how things go when you’re raytracing and baking on meshes that have that level of detail. If your machine can handle doing other things at the same time you’re set, if not then you have a few minutes to go to the water cooler or pull out a sketchbook.