I have a question regarding the flow of operations needed to decimate and texture a model which was previously slightly fixed in other DCC after being captured. Namely, these are my steps:
a) scanning and processing the model in RC
b) exporting textured as .fbx
c) fixing missing / poo quality geo parts with sculptris pro mode (upmeshing) and xtractor brush (cloning) to fix those parts (like bottom-like parts of a rock) inside of ZBrush
d) exporting back to RC to decimate it, since ZBrush can decimate, but unwrapping million poly models is a mistake there
Now, I have a problem after re-import in RC. I import the model inside the same component using import model. I then want to unwrap it and texture (HP version), and also decimate into MP and LP version (respectively, 2 million, 200k, 20k).
First problem is when I want to texture the model (models from ZBrush have vertex color info only and are like 20 million tris large) → when I texture, it messes up the parts that were “hand” fixed in ZBrush. Does texturing take into account initial point cloud from the photogrammetry? What if I want to texture from the largest size model (say 20 million) unto 20K mode FROM VERTICES not POINT CLOUDl? Do I have to use the Texture Reprojection option? But how? I want to reproject from 20 million vertex cloud (which was imported as fbx not coming from scan images) onto the texture, then same for lower count models, so that 20K model, for instance, has super detail texture.
Thank you in advance