Hello everyone! My name is Tim Rhoades and I am new to the ZBrush Central forums. I’ve been checking out the threads on here and have seen a lot of kick-ass artwork. So much so that it can be a little intimidating posting my own. None the less, here is a Next Gen game character that I’ve recently done that I thought I would share.
This project was basically an exercise for myself to incorporate a Max/ZBrush workflow for producing normal maps for Next Gen game characters.
I started out modeling the low poly in Max then exporting to ZBrush to sculpt, then exporting back to Max where I projected my normal maps and applied my texture maps, (that were painted in Photoshop). The biggest challenge I discovered with this workflow was getting my insanely high poly sculpts, (over 3 mil polys), from ZBrush back into Max for normal mapping. Exporting sections of my model from ZBrush as .obj files then importing them into Max with the help of Poly Cruncher and batch optimization proved an excellent solution for me.
Feel free to ask any questions, and crits are very much welcomed! Thanks!