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.
Proposed workflow-
1.make lo poly in max (mostly quads)
2.export to zbrush
3.Make subdivisions,adding detail,the highest sub division will be used for the normal map created with zmapper(1st time with zmapper)
Q1.Now before i export to zbrush should i unwrap/uvw map my model in max.Surely if i do this the model will change shape(once detailing in zbrush)
albeit a little thus affecting the mesh bitmap,i thought i could save tool with all sub divisions.Collapse down to level 1 save under diff name and export back to max to uvw/unwrap then bring back to zbrush and replace level 1 of the sub divivded model.If this is possible can someone explain how i would do this?
Q2.When i sub divided the model once, the hair also changed shape,I do not want the hair to change as it is just going to have an opacity map applied to give the detail.I tried using crease but the hair in level 2 would not revert back to the original shape.Should i detach the hair and leave it in max or does it matter that the hair changes as it reverts back to original shape in level 1?The same also applies to the eyelashes.However i did notice that although i could add detail to hair i could not get behind it and add detail to head.
Have attached pic of lopoly model from max.I have detached the eyes and the planes for the teeth(which again will use opacity)The accessories will be taken into zbrush seperately and will have their own normal map
Really appreciate all advice