For the proxy belts/straps it doesn't matter if they're a single import or not. It's easy in ZB to split/merge subtools by elements/polygroups. My scale workflow between ZB/Max/MD involves the Styx plugin. Because it gives me a perfect scale factor between Max and ZB I will import my real world scale working basemesh to ZB…
Well judging by tour model you are off to a great start! I like the torso especially. You dont change the model though, just the export settings in ZB for Max or whatever app you will be using. From memory those setting will be good tor MD. Cheerio
As @kanga says, if your aim is to create a real-time character then forget about messing around with posing and layers and over complicating the mouthbag. If you want to experiment with posing and layers in ZB then do it in a more focused project. As it is you may end up frustrating yourself by taking on too much at once.…
You can stick to your your own workflow if you want, but that is not what you are asking. If you are making a game model you dont want to be messing with layers in ZB. or posing the mesh. Keeping the process simple is really enough work as it is. Just follow a simple process and you should be fine. Moving the character…
"The main goal is simply to be familiar with all of these various steps, however all my efforts are to eventually make a game. So in that case, a production asset with a high poly and low poly. " In my opinion you are tackling the process the wrong way around. If your goal is to make a game, then your focus should not be…