Just wanted some clarification:
How does the workflow in Zbrush look like? Is it starting with dynamesh,when done with blocking stuff in - Zremesh, project details, and then subd - sculpt till its finished giving details etc - polypaint - then drop to lowest subdiv and get texture-map.
Decimating the highpoly and importing to another 3d application ex. 3ds max for lowpoly and getting other maps (normalsmap etc)?
Does it sound like if I have it figured out?
And BTW, how low does the polycount need to be regarding the texture-maps in Zbrush?
Replies
http://wiki.polycount.com/wiki/Character
We have some info about baking textures here.
http://wiki.polycount.com/wiki/Texture_Baking
Most game artists I know don't bake in Zbrush, but in another tool like Knald or Substance Designer or Xnormal. These tools often have better controls (and are faster).