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So, basically, I sculpted a 23 million poly mesh inside Blender. Everything went smoothly, but now I need to bake normals and displacement maps. I can't do it inside blender, every time I press Bake, blender just crashes. So I assume blender can't bake things from very high poly objects.

So, I'm trying to export the mesh to bake in other software but the problem is that Blender keeps corrupting the files. I've tried exporting it as an OBJ three times and each time takes about 10 min and gives me a file that other software fails to read.

So, is there a way for me to export this mesh or was using Blender to Sculpt high poly meshes a bad idea?

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Blender should be capable of doing high poly baking, it all depends on the power of your hardware.

A workaround to this should be the Decimate modifier.

When you add it, lower the Ratio value on the Decimate modifier if you're using the Collapse option, or increase the Iterations if you're using the Un-subdivide option.

enter image description here

This will reduce the poly count and help you bake your mesh inside Blender.

23 Million is a little too much even for a high poly model. If you don't want the Decimate way, you could use the Remesh modifier or use the remesh in sculpt mode:

Remesh

Go into sculpt mode. On the top bar, you will see a dropdown menu called Remesh. You can play with the settings (The lower the voxel size the higher polys your mesh will have) and then press the Remesh button to get your result.

enter image description here

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  • $\begingroup$ If I decrease the detail, then skin pores, wrinkles will be gone. This is not a solution whatsoever. 23 million is just bare minimum. Most sculpts nowadays are 50-80 million polys but that's using Zbrush. So if I have to ruin all my work in order to bake something, then I'm simply going to continue using Zbrush. Blender seems to not be ready yet for proper high detail sculpting. $\endgroup$
    – Filnisius
    Jul 3, 2022 at 16:27
  • $\begingroup$ @Filnisius Well... My (expensive and pretty powerful, though I agree not near the best) computer's max is around 15-20 million faces. I don't know what else may be the solution until someone else answers, but yes, I guess you have a point in using ZBrush over Blender for sculpting (it's paid software, and why not use it when you have it ;) ) $\endgroup$ Jul 3, 2022 at 16:38

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