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3ds Max -> ZBrush Via GOZ subdivide issue

meshfx
polycounter lvl 6
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meshfx polycounter lvl 6
Hey all,

I have just gotten myself a copy of ZBrush to get a workflow with Max underway. I have installed GOZ with the vision of porting the meshes back and forth. I have constructed some stone floor pieces in max, low poly, unwrapped them and clicked the ole GOZ button and boom they appear in ZB - snazzy.

The stones are basically boxes with a small chamfer on them.

When I subdivide the object in ZB, it goes quite round - all the edges get way curvy and too soft.

What is the standard mesh prep for this sort of workflow in max. Is it a matter of making the low poly.. then making a high poly version of that, the using that for the GOZ version.. doing the work and then just using the normal map created in ZB for the low poly object back in Max.

Thanks for any and all pointers.

S.
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