I'd recommend xnormal for what its worth. At my last job the workflow was something like: a) Block out model in 3dsmax b) Export to zbrush and create a high poly sculpt c) Export the high poly object for normal mapping d) You'll probably need a better low poly mesh at this point than the block out. I'd normally decimate a…
Low poly base mesh in 3dsmax it won't be the final game ready topology but it will be made of mostly even quads that subdivide well. Or just go straight to it in zbrush whatever your more comfortable with. There are some new tools in Zbrush that I haven't gotten the hang of yet and they do seem to make it a lot easier to…
You may want to add one another step to your workflow right after creating hi-poly sculpts in Zbrush.That step is mostly called 're-topology',creating your final low-poly before creating the hi-poly model is way too much limitating. You had better to create your low poly model after completion of your hi-poly.Though Zbrush…