You can UV a decimated zbrush model but you'll need to use a 3d modeling program like blender, maya, or 3dsmax. The lower polygon the final result is, the easier it will be to UV.
I sculpted the brick inside the mudbox took it into the 3dsmax and run the ProOptimizer to reduce the polycount after that i made a wall which I exported as Obj. into the xnormal to bake the maps.
My first guess would be the Ambient, but it could be a lot of things. http://download.autodesk.com/us/3dsmax/2012help/files/GUID-3FC710DF-BE48-4573-AB51-F0D34956A39-2369.htm
I just found mudbox too slow.zbrush is the 'canines gonads'. I will stick with it until some amazing new thing comes along , like sculpting in 3dsmax would be cool
I've been getting a lot of vague/canned responses. To clarify; Get paid for skinning, texturing, and rendering (in 3dsMax, the animation files will be provided) the pictured character photo-realistically. Thanks.
Why not just use youtube, its full of resources and for free over that. If your looking for modeling type "modeling in blender", "texturing in photoshop" "uving in 3dsmax" etc, etc, etc.
This looks to be under 3dsmax, you know upon the first moments of unwrapping the islands turnning red is a give away that something is overlapping. Make a test first and look for errors or weirdness.
Jhburton: Its backandforth from UDK to 3dsMax atm, but I will probably redo the sections later on. Theyre a pretty big impact on the scene. sltrOlsson: Thanks for the tip will get right on it.