hi
I would like to keep all my texture and color for my meshes in zbrush in the topology in the sub tool how do i go about this when i export my obj to 3d max?
Plus should I merge all the sub tools in one mesh and could i decimate the whole mesh so that the poly count is not to high for max since i only have a 3 gig ram and if i rig the character for animation with a biped i am sure it will just crash?
Can i poly crunch this after i decimate it ? I would like to bring the poly count down so that the rendering process in max is less tedious .
I would like to keep the Armour separate so they could react deferent from the body.Should i export all the sub tool objs meshes separate into max?
Thnx
GDDG
:rolleyes: :rolleyes: :rolleyes: 
my advice for you would be to get the zbrush documentation. there is too much to cover, based on your questions. like for instance, your mesh shouldnt be that many polys that max couldnt handle it. you dont have any high resolution detail on your model. just take it down to subd level 1 or 2. there is no need for even 100 thousand polys for this character.
the rest you can find in the zb docs or zbclassroom site or youtube. these are basic questions youre asking. have you even tried to find the answers on line? theyre there.
yes I know both z brush and 3d max fairly well but have never really worked cross between the two .
how do you save the material in z brush and what file do you export the material
cuase I used poly painting ?
GDDG
Read the documentation, there it explains how to transfer your polypaint to a texture, and to export that texture out of zbrush so that you can use it in an external app
Read the external app’s documentation, so that you can know how to use that texture in your character (you will usually have to create a material in the external app)
Read… read… and read
yes I know both z brush and 3d max fairly well