one method you can do is to do the exploding in 3dsmax for both low and high poly export it out as obj/fbx. Import into mudbox as a sculpt layer. That way you can toggle it on and off. From my experience, mudbox doesn't bake well with really low poly meshes especially sharp angles. You could add bevels to the low poly as a…
Hey guys. So I've spent the past two or so weeks deeply immersed in Mudbox. I've mostly been doing tileable textures. But now I'm working on getting better at sculpting details in hard surface type models. Most all of which have many parts to them. And this is where I'm confused. In 3dsmax, I have the lowpoly mesh, and I…