In my current work flow, i create a very basic box model in Max to block out proportions, then bring it into Zbrush and do a high poly sculpt. Once that high poly sculpt is complete I then re-topo it. I then bring that re-topo’ed mesh into max for rigging and animation. Is there a way to get the high poly sculpt information (via displacement map) onto the re-topo’ed mesh that is in max?
I cant use the first subdivision of the high poly because that is not the low poly mesh i will be using (i use the re-topo’ed mesh)
i tried setting up the uv’s on the re-topoed mesh and then merging the high poly from zbrush to render out a displacement map (via light tracer) but there doesnt seem to be an option to render a displacement map in max.