Hi Everyone! I hope you can help me.
Firstly, am I right that Zbrush doesn’t have a trial version?? Not off to a great start 
Maybe you folks can clear up a few things for me. I have been speaking to a friend of mine who exclusively uses Zbrush with a 3DMax work flow.
I am a max user and would really like to take advantage of the high poly detail Zbrush can inject into my work. But before I pay loads of cash out to do so I need to ask:
Am I right in thinking:
I can make a model in Max and then import that model to Zbrush.
I can split that model into it’s component parts, subdivide each part, and add ‘sculpted’ details (example would be ageing to a set of stone steps - hard to do in max)
Then, I can ‘paint’ that model that has millions of poly’s with textures and handpainting.
Then… This is where my knowledge falls down a little.
Once the model is ‘sculpted’ and ‘painted’ I can use the LOW poly model in max with the HIGH poly textures and I would imagine Normal Maps for details.
My confusion is thus:
I would imagine Zbrush does the hard work of UV-Unwrapping the complex model for me? Attaching the UV’s to the high poly model in Zbrush.
If thats is so… Then how do I get those UV’s onto a low poly model in Max? I don’t quite understand the ‘connection’ between the two, I kinda get the theory but just want to make sure of a few things.
So essentially, I would like to know what would my workflow be if I wanted to model in max… Add sculpted detail in Zbrush and then re-render in Max (possibly Vue)
I realise this is a complex question, and requires a complex answer… I thank you whole heartedly for your help.