When you create a very high poly Character you often have to decimate parts of the clothing and props to keep it workable. How would you go about posing a character that is already (Partially) decimated?. Would you still use Transpose master and then rig/pose the character in 3DSMax with bones and skin modifier? Or is this workflow not suited for meshes that are decimated and therefore fairly high poly. Normally transpose master exports on the lowest subdivision, but for decimated meshes there are no subdivisions.
I would also like to ask if there are any good 3DSMax posing/rigging tutorials) that also include props/hard surface objects like pieces of armor?
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Decimation master obviously does a great job of keeping the silhouette intact, but completely destroys the topology. You can try to bring it back by using dynamesh.
decimated meshes are horrible, the shading can be partially broken, you lose a lot of zbrushs great functions, i really can't recommend working with them.
for posing you don't need your meshes at the highest level and as long as you have seperate subtools you can crank up the polycount of your "scene" like a mad man