Something went wrong today...
Wanted to bake occlusion in X-normal using a Ptex merged high poly version of the horse, but failed.
Sorry Artman, I didn't make it
(but thanks to you I found the occlusion bake options)
It seems that X-normal went on a infinity loop when he tried to calculate the map area corresponding
to little holes on the high poly mesh. Those little holes, I don't know where they do come from.
The low mesh I used for "Ptex merged" was clean (vertex merged on the symmetric line, no holes
on the whole structure)... Mystery.
Then I tried to fix the problem of the legs that are too thick by importing the low version into Maya
and scaling down each edge rings; that seem to be the easiest method when it comes to low poly.
Because I'm lazy, I didn't want to modify the voxel sculpt, modify the retopo and re-bake maps.
I never managed to import the new .obj into 3d-coat paint room. I'm asked to smooth it into millions
vertexes, wich is something I don't want to do. Wanted to paint directly on the new low model.
So I went back to the old file in 3d-coat and tried to modify the legs in the sculpt room.
Then the horse turned into a bull!
Poor me. Need some sleep.