Really, there's various workflows for creating a 'next-gen character'. For example, one way would be ; Base Mesh in Max>Sculpt HiPoly + Export OBJ > Retopologise in Topogun / Max / ZBrush > Bake normals from Hi to Lo using Max / ZBrush / Xnormal etc etc Another (not so great) way would be ; Low Poly modelled + UV'd in Max…