anyways right now im in the middle of transferring high res details in zbrush to my low poly mesh -
but im facing polygon 'spikes' everywhere..
as you can see in the image, the spikes are really bad when i try to projectAll: multiple subtools in one shot..
then i had the idea to separate each 'parts' of the low poly into different polygroup with the multiple UV space method.. worked pretty well in case of the helmet..
but not without problem, as you can see i have spikes especially in the 'open edges' area ...
i'm guessing the explanation for this is because i have multiple subtools and ONE single 'low poly' mesh to transfer the details to, some polygon that are facing outward catch the detail from one subtool and the polygons facing inward catch detail from the other subtool... hence the projection result are 'mixed up' pretty bad
Also another huge problem is the polygons surrounding the open edges is VERY very hard to smooth! i use smooth intensity 100 and still it wont budge, for example this one zoomed in (not just this one - they're practically everywhere the spikes are)
btw please dont mind the 'faceted' polygons - i didnt put all the subtools in highest level when i screenshot this
Anyways i saw Paraglis low poly workflow, and had the idea of generating the normal map in max instead, but my max freeze when the 8 million low poly mesh is successfully imported.. so i guess im stuck to generating the normal map in zbrush.
Also one of my biggest mistake is probably from the beginning i put all the parts in their own subtool ... i didn't know until now that this create such a big problem because this is my first time trying to create 'high rez' low polygon character
Okay sorry for the length explanation but if anyone has any trick to remedy the spikes or another workaround, without me having to redo all the details by hand on the low poly mesh - i will be really really grateful
i look forward to your help.. thank you