For me atleast it seems like a poor workflow. BTW doesnt ZB have issues with triangles? I would: 1. build hipoly basemesh in max 2. export to ZB 3. detail 4. export detailed mesh back to max 5. build lowpoly useing the hipoly as a guide 6. UV 7. bake normalmap 8. rig
thanx for feedback.especially mop who has helped me with his advice in the past. please allow me to eloborate. 1.I build my lopoly model consisting of mostly(if not all) quads. 2.once i am happy with mesh i export it to zbrush.Here i subdivide working on the detail 3.when i am happy i save tool then collapse to level 1 and…
I have built a character in max 8 (see Female firefighter in p+p for wip).She will be taken into zbrush to create normal map. I downloaded a maxscript Skeleton Rig v1.73 tnat aids in posing model. I want to do a test rig(first time with rigging)so i can make sure it deforms ok. Is it ok to rig character before taking her…
I have MAJOR problem-Below is screenshot of same model. Image to left is the model imported to zbrush ready for some sculpting. The image on the right is the same model but it has been subdivided to level 2 when i drop the level back to 1(shown) i am left with an altered model(yet no sculpting has taken place). Question-…
Let me break down my proposed workflow,i need your advice so i can get started.Please note this is my 2nd go using zbrush having created an earlier character called Mangler which was basically a simple human form with a fish head(kinda like creature from black lagoon).However,this character is a bit more ambitious.…