Question about working with high poly/low poly meshes
Hi All
I'm looking to move from Mari to Substance Painter and wanted some more info about working with high poly meshes. I've only been able to find info regarding the baking process that utilises a high to low workflow.
As a character artist working with Mari, my workflow to date is as follows:
- Sculpt in ZBrush
- Bake out Normal and Displacement maps for application in 3D app (Modo)
- Export high poly OBJ from ZBrush to retain inherrent displacement and fine detail
- Import this high poly OBJ into Mari and Paint on highpoly mesh.
Painting on this displaced, high poly mesh in Mari ensures that any maps created will closely match the position and finer detail of the displaced mesh when all of the maps are used incombination in Modo.
In Substance, as I understand it, high poly details are only baked onto low poly meshes as Normal map info when setting up and therefore the baked result is not a displaced, higher poly mesh.
Is there no Substance workflow that utilises higher poly meshes (with much of the detail and displacement inherrent) and therefore represents an arguably more accurate approach?
Or have I missed something?
Thanks
