Hi all,
I am currently learning ZBrush (which I find amazing), I just finished an orc character (from the Eat3D dvd) and I’d like to export it into 3DS Max and try to rig it for animation.
I don’t want to do a next-gen video game character (low poly), I just want to animate the high-res version like in a traditional cg movie.
My current model is about 12 millions poly, so I know it’s not possible to use this in 3ds max, what should I do so ?
Here is a workflow I was thinking of :
- Create UV under zbrush at a lower sub division.
- Create diffuse and normal map under zbrush.
- Decimate the character (with Decimation Master), but what is a reasonable amount of poly ?
- Import model under 3ds max and create material with the diffuse and normal map.
- Then, start to rig it.
Is that a normal workflow for what I’d like to do ?
As my exported model will be in high poly, I suppose I only need a normal map ? There is no need for displacement ?
Thank in advance for your advises.
