Part 4
Creation of the high res body following the concept and then the low res version to use in-game:
**Review of the concept and preparation of the model
**Review of basic high res model in Max and changes from the original concept
**High res modeling in ZBrush
**Retopologize body in ZBrush
**Export to Max
Part 5
Prepare the model to be textured in Photoshop. Includes importing all the low and high res parts into Max, Unwrapping them and creating Normal and Ambient Occlusion maps:
**Import low and high res head
**Fix geometry, topology and UVW map for low res head
**Optimize high res head in Polygon cruncher
**Create Normal and AO pass for head
**Unwrap how poly body
**Export high res body from ZBrush and batch optimize
**Create Normal and AO pass for body
**Review mesh in Asset Viewer