Zbrush newbie learning the ropes here. All the tutorials online for a workflow from hi to low poly uses normal maps (The low poly is just this awful cage mesh that just wraps around the entire model i.e. pics below)
IIRC, source engine will disable per-vertex lighting on props if you include a bump map (which I **don’t **want). Can someone help point me in the right direction on what the workflow is to get proper low poly model out into 3ds max?
NOTE: this is going to be an animated prop (a small drone hovering around the map) so lots of changing light values on the prop.
EDIT: I’ve tried decimation master but topology gets artifacts, my painted texture disappears, and all the polygroups are baked into one polygroup (which makes it a bitch to paint textures on for hard surface modeling)