Hi everyone… thank you for your comments 
sorry for few days without my activity and replys to your answers - quite busy at work with deadline etc…
to your questions - did few screenshots from max and zbrush + some light setups screens for you.
about my work pipeline - i think its pretty usual and similar to everyones other pipeline:
1)base modelling in max,
2)base UVs with Unfold3D(makes this process pretty fast and with less pain)
3)sculpt with Zbrush
4)fix UVs with UV master - to avoid UV stretches etc
5)rendering displacement maps and normal maps - displacement map for major geometry deformation and normal maps from subD lvl 4 (+ -) for geometry details
6)export geometry into max
7)lights,shaders…
for goblin i changed act 6 - i didnt used base geometry for final rendering,but decimated geo with Decimation master to keep all possible details and a bigger chance to render whole image in high resolution withou crashing cause of displacements
First screen is a polycount answer - goblin BODY model(no weapons) is made from 22SubTools and 78.531.268 polys
Second screen from max:
3rd screen Lighting setup:
chest armor shader screen
[chest_armor_shader1.jpg[/attach]–>"]](



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