Well this what I did.
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Created model in zbrush using zspheres, added all detail to model.
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Exported Subd level3 (12,000 polys) to 3ds max 6, optimised it manually down to 1,800 polys and also making sure all the joints are there for deformation.
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Unwrapped the low poly in 3ds max (half the model) then exported as OBJ. with texture cordinates.
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Exported highest Subd level from Zbrush as triangles(Orb works with triangles only)
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Baked normalmap in Orb using low and high poly.
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Color map created in photoshop using the normalmap as a guideline.
Well this the method I used as Zbrush does not cope well with mirrored texture cordinates. I have tried GUV tiles but this leaves too many seams when displayed in a game engine.
Macaco, that texture map is awesome did you paint it.
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