Hi everyone! 
We are thinking about integrating ZBrush into our production pipeline and there are still some points unclear regarding the best workflow for this.
I think it’s best if I take a small example of one of our models.
Lets say we have modeled a little roboter in C4D which is approved regarding the modelling. Now we want to add some deformations/cracks on it using ZBrush.
For this we collapse the complete hierarchy into C4D (which means losing all flexibility), fire up GoZ and import the mesh into ZBrush.
So far so good (or bad if I consider losing flexibility).
To sculpt on this model I have to increase the subdiv-level.
This means that all chamfered edges also increase in polycount just to get a good subdiv-level on flat surfaces (which are just a few polys for a big surface). This results in a total unnecessary high polycount (in the wrong places).
So what should be/is the “perfect” workflow?
Is it like:
- model in C4D until everything is good except for fine details/final subdivs
- collapse the model, merge the single objects into one object
- export to ZBrush
- create polygroups & UVs
- start the subdividing and sculpting
- make some polypainting
- export the mesh with higher subdiv-level (with all wanted textures) back to C4D?
I would be very thankful if someone pushes me into the right direction with this. Maybe there is some tutorial about this or another thread where all this have been answered already.
Best wishes and thanks!
David