Try mudbox instead? a lot of people have problems learning Zbrush as it has a complicated interface. But you absolutely need to be able to bake from highpoly models to work in the games industry today.
Extremely well done for your highpoly. Great contrast in shapes, and medium/small levels of detail around the entire thing - no angle of it is boring or flat. Can't wait to see LP/bake results!
I usually bake exploded normal map and exploded ao. I also bake ao from only only poly to combine it with highpoly ao. There is difference between baking exploded and non.
My question is really stupid in my opinion but i just cant understand what to do with highpoly sculpt and low poly base mesh?Please help,and again sorry for stupid question.
The wooden Bridge highpoly is finished: I would just like to add some ivy hanging down from the ropes. I just dont know how to do this. Will search this days the net for it.
Challenge:) And I really like how textured highpoly looks. I'm a game artist and made a lot of low-poly weapons in my career, so this is something I make for fun as well
Digging your work man! Some nice clean pieces! But maybe too clean. Feels like your highpolys and your textures overall could use more details. ;) Keep it up!
Method one, as suggested, is just to create a displacement map and use a matcap'd plane. Method two is just to export the document with the original highpoly tool (or print screen it), and then zapplink it onto the texture of the lowpoly.
It really depends on the art direction/specifications, sometimes you don't have to bake anything, and you don't have to make highpoly model, but the workflow that you described would work in the most of the cases.
I'll add all that gud stuff when I've done the retopo... and doing the texturing... right now I was more inclined to see what it looks like rendered.. lol. This is the highpoly at the moment. :)