Ok iam really mind blown about this process right now and I would be SO SO SO happy if someone can shed some light on this as my deadlines for university are lurking… Before you say search the web i have… Thats why iam here.
Heres the problem Basically i have a highres(20mil) hardsurface mesh in zbrush. I have to bring it down to a low res games character
My questions are from most important to least
-
I dont have any polypaint on my model because i was planning on using 3dsmax materials to give a robot shine, can i still export maps without poly paint? If yes then how?
-
If yes above which maps do i need to capture the detail from high poly to low
-
Am i exporting a retopologised low poly mesh then baking a high poly version on top for detail? If yes what are the maps for?
-
Why cant i just decimate it to a low poly mesh it is still animatable ive tried? Whats the reason to retopologise?
-
Shall i retop each subtool seperately or merge all then retop?
-
If zbrush shows 20,000 polys how much triangles is that?
I just cant get my head around the maps business if someone could shed some light ide be so so so grateful!Please!