that’s one of the things I don’t see to much raving about…how good ZB3 is
when dealing with other packages ( is displacement map creation enhanced
and ‘easy’ for Max-Maya-XSI-C4D? same with normals, AO, spec, etc.). It
seems there is always the necessity to ‘fix’ maps that come out of the
sculpting process from within PS before they are actually usable…
It looks quite luxurious to deal with all these 100s of millions of polys, but
I’m eagerly wondering about how ‘seamless’ the model creation (and map
creation) pipeline will integrate with the software that needs to render it
in animation or for use with game engines.
Guess I’ll be finding out soon enough. 
cbostjan - sure wouldn’t want to be staring down any of the barrels of your ship
(yikes) 
thanks for sharing your work.
rookie-z