Triangles: 121.7k
Vertices: 115.2k
More model informationTesting out a workflow from Oculus Medium using Xnormal and ZBrush’s Dynamesh. All the stuff finally finished baking. Whew!
The original mesh was around 5 million triangles. My workflow here was:
- Export from Medium
- Bring highpoly into Max
- Weld verts (tons of unwelded)
- Import into ZBrush
- Convert to dynamesh for low-ish poly mesh
- Bring low into Max, split into 80k meshes and unwrap
- Bring into xnormal, bake Normal + Occlusion
- Convert occlusion maps to grayscale to reduce file size (sketchfab limits to 50mb, and faster downloads are nice)
- Load up all the maps onto the sketchfab model
CC AttributionCreative Commons Attribution
Dec 9th 2016
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