I need advice on High to low poly workflow for games.

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  05 May 2013
Question I need advice on High to low poly workflow for games.

Hi everyone. I'm having problems on a project I'm working on, and I made a personal goal for myself that I would be able to bring down my 10 million poly sculpt into a game useable model of around 5k polygons. I've pretty much decided now due to time and other class assignments to put that aside, but I was wondering if anyone could share with me their workflow when sculpting a high poly character/creature for games and bringing it down for a game resolution model? I have been using Zbrush, Maya and Topogun, but I would be glad to hear anyone's workflows regardless of the software they use.
  05 May 2013
-Base mesh in max, evenly spaced geometry (or use zspheres, whatever works)
-Sculpt in zbrush
-Decimate in zbrush to a more manageable poly count (save the high poly first!)
-Export decimated mesh to max
-Retopo with wrapit plugin
-Unwrap low poly
-Bring in high poly from zbrush (un-decimated)
-Setup cage for normal map / assign material ID's if needed
-Bake normal map & AO

Pretty much this, with different software:
  05 May 2013
Thanks. i really appreciate it
  05 May 2013
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