You can use voxels or traditional polys in 3dcoat, depending ion how you import (or convert in the software). Basicaly you can import obj and choose to voxelize or not, and then decimate on export. Just like zbrush.
specifically you need: FO3 archive tool, to open the .BSA files inside "skyrim/data/", can extract the .nif and .dds files from inside this release of nifskope to open .nif files and export to .obj
Are you working in a scene with complex shaders and are you using default viewport or HQ or 2.0? You can try exporting that model into a fresh scene and see if its still laggy. Try FBX or OBJ export.
Managed to fix it by importing the low poly from max but changing the settings to 'zbrush' in the obj exporter. Having problems doing it for the daughter character though so might have to try what you said, thanks :)
i'll try reimporting as an obj or fbx. I deleted history and tried a cleanup. I ran through and remerged verts to make sure that wasn't it. But yeah i definitely sent the error reporting as it was very reproducible.
Hmmpphh... Well I have my exported mesh from zbrush, obj. Took the soft-edged low poly... Loaded both up. Are you using a cage? Maybe its my baking settings :/
Actually sorry, I shouldve checked this first but its ok with a standard cylinder3d for example. Its an imported obj object so i`m wondering if its not position in world space correctly. Anyway of checking that?
display it as it would be in engine then, add the lighting that might be used, then we can crit it as it should be, as it is youve got crits on a completely unlit obj, even still i think you need a little more contrast
Looks nice for its application, but $66 USD seems like quite alot. It might be worth it though to people who don't have Mudbox/Zbrush/3DCoat. But not having to export an OBJ is nice. Nice work!
Blender has pelt mapping and it's 100% free software that you don't even have to risk personal info to get a "demo" for like many other programs. Just use the OBJ format to exchange to and fro