@Dr-Sassi said in Zbrush sculpted C4D model poly reduction and texture baking:
If you like to animate to a certain degree, perhaps the Mesh Deformer is the way to go, as that can be very rough and allows you to run even heavy models.
Yes, that's what I'm doing, using the bend deformed to bend the head, but it's very slow.
Whenever I select the mesh or it's tags, C4D halts and takes 1min to be responsive again.
Without any idea of your model (Thanks for the link, but that is just a few pictures and some data), I can't say anything about UVs; without UVs, baking textures is impossible.
Here is the UV map screengrab:
https://ibb.co/NmbhxsY
Here is the mesh topology look:
![Gouraud Shading](https://ibb.co/LhxL7f5)
![Hidden Line](https://ibb.co/GFtRR8S)
Here is a look with the vertex map:
![Vertex map look](https://ibb.co/bvV72v0)
The provided image texture map is pretty bad:
![Image map look](https://ibb.co/zQL7hvY)
Remember that 70M (or per link 18M) polygons may provide a smooth edge (all in limits) to small PolyGroups "UV Islands". However, the new low-res mesh can't reproduce those smooth edges, naturally not. Seams will most likely have problems.
Yes, that's why I wanted to bake a displacement map, I'm sure I saw long-time ago tutorial on how to bake a displacement map from hires model do lowres model with C4D sculpting tools, but can't find it again.
I'm sure for displacement that its possible but not sure how the vertex color map would transfer.
Thank you.