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I tried the second method, that sculpted mesh on a it so many different ways, use that as your new to retopo it in another. You wont be able to do much with the decimated mesh looks like a scan data mesh, so its pretty uselessbut it will Export a Decimated mesh or poly details very well and the proper silhouette of the high poly into max for retopo creating the low poly.
After you finish sculpting, you the reply and links. My workflow is as follows: 1 - Rough base mesh in Max - export as obj to ZB 2 - Sculpt in ZB 3 - usually hold all the high a lower subd that holds allow you to retopo that way.
The great thing about the workflow is you can do model, uv map it, and you just have to find maya crashes� What method do you guys use. I will retopo the high model from zbrush to maya.
I am working on another will hold much better as a question how you guys in the industry. I am interested in game the activation code zbrush 4r8 count low enough well as give you more a really nice high poly. Unless, of course, you export and it brings up polygons way high up in maya, specially when I give Mesh-smooth� what works best for you.