Thanks FlyBYKnight. This is a monk for our rts-game "The Plague Crusade". It's a 10 week project. Gonna start on the diffuse map soon. 3.600 tris and 1024 maps.
Why would you want to paint on the lowpoly mesh in Zbrush? Even if you add subdivs- why? Why not painting the highpoly and baking the diffuse in Xnormal to the lowpoly?
No just using diffuse and lightmaps. The textures sometimes look kinda funky to work with the strong colors in the lightmap so it's alot of tweaking textures together with tweaking lights.
Hmmm, i thought i changed the y/z axis in the export settings in maya. And then checked in udk with a grey diffuse. Will check again though. Thanks for the thoughts.
Just FYI, LERP means Linear Interpolation. I'm not familiar with UE3, but typically you want to multiply your cubemap by a fresnel falloff, and add this to your diffuse.