Its odd that since I switched to Blender from max I have had none of these import/export problems I still use obj exporter and have never had a problem with re importing changes from Blender. (maya was fine for me too)max's obj exporter always seemed a bit wonky to me anyway and at some point zbrush started throwing errors…
Ok, due to several requests to smooth the outline of the scope and some other things like the screws, i worked on the High Poly aswell to achieve a better result. The Tri-count is right now just under 1100. I think the scope is finished in terms of baking. The other missing things will be done with ndo2.
Also another problem I am having is how I can make a decent bump/normal in order to give the right feel of up and down little dunes of sand? So far this is the best effect I coul dget but It fees flat :( ..... http://img38.imageshack.us/img38/5102/37772783.jpg
http://www.youtube.com/watch?v=QTTV7W7WObo Giant Bomb: 30 Minutes with No Man's Sky http://www.giantbomb.com/articles/thirty-minutes-with-no-mans-sky/1100-5407/ So they reveal more info and I think "yeah, that's what I thought" I'm sure people will still ask "but what do you DO!"
Its kind of pointless but anyway proven record of repetitive lies so can you actually believe anything they say ? https://cbsnews2.cbsistatic.com/hub/i/r/2011/07/21/2d5a85f8-a644-11e2-a3f0-029118418759/resize/620x465/e54676c64e46da491dcd55747f6e0398/dentistreccomendedL.jpg…
I've been running an AMD Phenom 6 core 1100, 16 gb Ram, 120 GB SSD and a Nvidia 570 GTX selfbuilt for about half a year now, and it cost me maybe 700 Euros (with mobo/couple of other gadgets). Runs everything real sweet-like. Build it yourself man.
Well, I know most people prefer to make the high poly first. But since I can't really sculpt I find it much more quicker to begin with the low poly and then sculpt details on top of that :) I got it down to 1132 tris without any visual impact. A work in progress of the baked normals of the helmet's base: