I have a high poly, car mesh which has been provided and previously used for realistic rendering in 3ds Max and V-Ray.
I have the task of importing this car into UE4 and generating both a UE4 render and V-Ray. I managed to get a decent quality out of V-Ray but in UE4 the mesh has far too many errors for building lighting. As I haven’t created the model itself it is difficult to optimise for UE4, the mesh has a lot of polygons making it slow to work with in 3ds max and generate the best type of UV and lightmap sheet, it has multiple UV assigned to some assets and I need the same quality render that I made in V-Ray so retop is not ideal and optimising is causing crashes. I used to use ZBrush for this process in the past however do not has access to this software and stuck with how best to approach this as I have tried creating new UV sheets yet the model crashes, tried using 3D Coat with no success and tried optimising. Any help or advice would be hugely appreciated! Thanks.
UV sheet example:
UE4 build output:
V-Ray render and what I aim to achieve in UE4