Do you have a photo for reference? 3.7 million is quite excessive for a mesh. You’re definitely going to want to retopologize that down a bit, difficult to give a range without knowing what it is though. Assuming it’s a character, most of the detail can be retained through texture baking. You wouldn’t much of a difference visually and it’s more performant than using that many polys.
As for which software, it depends upon preference really. You have the two you mentioned, along with Zbrush, 3D Coat and now even Autodesk Maya. If you’re looking to get yourself a good base retopology that you can rework a bit as opposed to starting from scratch, I’d recommend zremesher then taking that into a program like Maya or 3D Coat to tweak.
Retoplogy is a very important process, so you want to make sure you go into it prepared. Especially if you’re looking to animate, as you’ll want to ensure your model is designed to bend and twist with as minimal deformations as possible. Good luck! =)
Thank you very much for replying. I really appreciate it
Ok.
I just made some progress, got the Character mesh down that I created in Zbrush to (475k) Poly’s.(Secret Ninja Magic Boofusal Trick) then exported it out to an .OBJ format then did a Import into Current Level.
The Mesh imported rather quickly and I can now see my Creation in the UE4 View-port.
I am so glad that I figured that out. First, it came over in separate pieces and I was like “Nooooooooo”…
but then I did a (Secret Ninja Magic Boofusal Trick) and then re-imported and it came in a 1 mesh
Ok.
I will look into Texture baking, since the (doo diligence); is on me.
Ok. John…I created UV’s for my character, then a normal map and a texture map inside of Zbrush. I saved my SubD history so I was able to create the UV’s.
I exported them out to Maya successfully. The details looked like it was there but when I imported it into UE4, there detail was “Not” there?
So, what is the missing puzzle piece? A Normal and Texture Map is not enough? John, what am I missing? Please…
I chose the “preserve smoothing groups” when I exported out of Zbrush. I figured out the scaling. Is there a very important settings that I am not using?
Are all the High SubD level details stored in the Texture Map and Normal Map? Like the all the Poly-painting I did shows up, but the level of detail is just gone…
Am I losing my detail when it goes to the .fbx scene or when it comes in the Editor?
There are great tutorials on youtube about creating models for games. You need to learn that workflow. Just do a search there. I think people explaining it in a thread here won’t be as good.
The answer was in the “Normal Map”. For the benefit of someone that might get stuck on this. Follow these Steps:
Slide down the subd level, create UV’s from the zplugin that’s in zbrush, the unwrap UV.
Then, get the seems out of the way as much as you can with protect painting. unwrap again from uvmap until you are satisfied with the seems.
Next, create your Texture Map from polypaint.
Then finally create your Normal Map.
Export it out, using the FBX exporter in zbrush. Watch your scale, first she came in a Giant
I was thinking maybe I had to do some connecting the lines in the blueprint part, but the details came over automatically without having to do that.