Hi!
I am using z-sphere to create my model. As I am creating models for a videogame I need to create a low-poly model and a normal/specular map as the final result. What I usually bump into are the following problems:
- the lower subdivision levels need to be deleted quite often to solve one problem or the other, therefore I end up with a high-poly model only;
- as I am using z-sphere, the models I create usually end up with a lot of triangles on them and I am unable to use quite a lot of functionality because of that;
- I was forced to use the decimation master to create a low-poly model, but again, it creates a triangulated model, moreover, such models usually have no symmetry which makes them hard to skin afterwards, so the decimation master did not work;
- finally, I am now forced to use TopoGun to create a low-poly model and 3DS Max to create a UV map afterwards (as TopoGun shuts down when I load a low-poly model with ZBrushe’s UV maps from UV master on it).
I feel that what I am doing is quite inefficient and there are other ways around it. Could you suggest a tutorial for me that could help me get a low-poly version of my model with correct UV maps quickly?
P.S. One more thing. I saw that you can paint shine onto models in Mudbox and immediately see the effect, but I cannot quite find the similar mode in ZBrush, what plugin should I use to see how the shininess of the object changes as I paint it’s specular map?