Mr Alberto. If you do not do breakdowns on those trim pieces, showing a highpoly and how the highpoly in question was created. There will be consequences. Looks awesome!
You should probably sculpt the body in highpoly first. Otherwise, you'll have to go back and resculpt the clothes and accessories to match the highpoly anatomy.
Rooster: tennis' stuff is awesome, it's like retro pixel art in 3D. I posted a not-so-ultra-low pie as my first post but it was at the bottom of the page so it never got seen because it didn't render until adamBrome ok'd it; personally I think shit like that (while okay for the thread) is still too high-res (particularly…
Polypaint exports automatically with zbrush objs, and xnormal supports them. Just load the highpoly into it and under 'maps to render' check 'bake highpoly's vertex colors'
Ryno: That might work if the hipoly's cage was the model I was trying to render to. I'd have to give it UVs that exactly match the lowpoly model. But yep, MoP's right, no 3dsmax here, I'm using Blender.
An update to the project! I don't plan on spending too much time to blockout the fine details, will make some minor adjustments and then move on to the highpoly
Hey! Until now my workflow has been very short, using only Maya and Photoshop to handpaint my lowpoly objects. Now I'm trying to expand my horizons and learn how to use Zbrush which is really, really difficult ( Why does every 3d program insist on having different hotkeys for everything?! ). So what I'm doing is what I…