Hey guys, Im still new to the whole video game art. Professionally all my life Ive been working in the CAD/Fabrication industry. Boring
Yes I know. I always wanted to get into game art, and so with whatever time I have after work I learned 3ds max. I still have a lot to learn. Lately, Ive been fascinated with ZBrush with capabilities to add in details etc. Im a complete newb in ZBrush.
Heres my problem.
I created some stairs that are not too high poly and brought it into ZBrush. As you can see I subdivided it 5 times to sculpt in some detail. I am kind of confused on what to do next
.
I know I want to bake in the normal/displacement map(s) into my original model I created in 3ds max. Do I bring down the subdivisions in ZBrush to 1 then export it into 3ds max to unwrap then bring it back into ZBrush?
Normally Im just used to making a high poly model then optimizing it to low poly then bake in the normal map in 3ds max
I appreciate it if anyone can help me
I cant seem to find on the net on what to do next
.And Yes this is picture of the model I took last night with my camera because I knew I didn't have time last night to post this...I'm at work...lol

Sorry for any inconvenience....
Here's the pic:

Thanks guys!
Replies
That would be better, though. In my opinion zbrush is not a great place to bake your normals. You could take your lowest subd and your high-poly into make, unwrap the low, and bake there. You could also take your high-poly into max or a retopology program, create more optimized topology, unwrap that, and then bake in 3ds Max or xNormal (free normal map baking program).
You can use zbrush's plugin "decimation master" to optimize your high-poly so that you can import it into 3ds max if you want to bake there without blowing up your computer.