Exporting 3D Models - I can see the triangles

Hello,
I’ve sculpted a model in ZBrush and decimated a low poly model(15k polys). I exported to UE4 but I can the triangles of the models. Am I skipping something? As far as I have researched 15k is a decent poly number for a character, if that is true why am I seeing the vertices of the 3D model. Please don’t hesitate to ask me for more information.

I have scaled the model to 100x when it is imported.
(Unreal unit=1cm, Zbrush unit=100cm)

You need to figure out how to assign smoothing groups. I’ve not used zbrush in a really long time but that is the problem. Try looking in the export options for “smoothing” or something like that.

decimation master does a semi-poorly job anyways, where you’ll have very strange retopology.
you’d need a program like 3dsmax, maya, modo, blender, 3dcoat, etc, etc to retopo properly, add smoothing groups, and bake out maps.

Zbrush is just one step in the entire workflow.

I baked the maps using both the hi-poly and low-poly. no problems with that. I agree that Zbrush has a poor repotopo tool but I can’t believe it give me that result.

Thanks that makes sense but I couldn’t find any resources about exporting smoothing groups even in Pixologic’s website. Are you positive that there was such a thing when exporting the object.

Try getting it into blender/max/whatev and create some good smoothing groups :slight_smile:

To go along with luos’ comment blender is an excellent modeling program that’s 100% free. It has a one click option toauto smooth entire model or in the vertex data panel you can manually assign smoothing angles. Then when exporting .fbx make sure you select smooth faces option for unreal to accurately import model. Blender also has some good basic tools for sculpting the high detail but I would use a separate program like xnormal to bake. One downside to blender is it’s normal Baker isn’t that good.

Worked like a charm!
I used blender to smooth faces and sharp some edges for details.
Here is the result. Thank you guys a lot.