I’m using 3ds max. I consider myself fairly competent with 3d modeling, but I wouldn’t say I’m amazing or an expert by any means. I’m still learning.
With that in mind I want to ask how I would go about integrating Zbrush into my production pipeline. I’m designing for video games so as such I work with poly budgets and whatnot.
As of now I model a base mesh in 3ds max, UVW unwrap, and export into zbrush. From there I sculpt, add details, subdivide etc.
lets say I get to 2-3million polygons with a fully polypainted mesh. I make the texture into a UV map, I decimate a few times with keep UVs checked, and then I export to 3ds max and try to rotate the uv and apply it but it doesn’t fit the mesh. I feel like there’s an obvious reason for this. How can I fix my designing pipeline? Also any tips on carrying over details into the low poly mesh? I already know of Cavity masks, and painting cavities into textures but besides that I’m lost.
Sorry if the question is worded confusingly. Thanks in advance!