I still haven't gotten on to learning Zbrush that well yet, but in terms of game art, are things typically done low poly in a 3d program and then taken into Zbrush for making the high poly and generating the normals? Are Sub divisions still widely used or does Zbrush make them redundant?
cheers.
Replies
Here's a good thread for some answers to your questions.
Gears2 Environment Art, by Kevin Johnstone
http://boards.polycount.net/showthread.php?t=62114
The 3rd page has Kevin Johnstone's workflow breakdown Max -> Zbrush -> Max, and page 9 has some sub division surface vehicle examples. He uses whatever method of modeling will get the desired results quicker/easier.