
First off, I wasnt really happy with how the model was subdividing so I went in and changed the base mesh around the collar area of his jacket. I went in and changed the topology and added some tight loops to make sure certain parts would give a crisp hard edge when smoothed.
I did a dirty uv map ( about 2mins ) just to split of the shells so that I could use the
"auto groups with UV" function in zbrush to make some Polygroups. This will help when I want to isolate a specific part of the mes.
I looked into using Mudox but I found it struggled at higher sub-d levels maxing out at 4 division and going slow, where as Zbrush could run smoothly at a much higher sub-d level (7)
I do meet the hardware specs for Mudbox, with a NVIDIA Quadro FX 770M gfx card but it still goes really slow. Its a shame because Mudbox has some really nice features which I would have liked to give a try!
Anyways, I am now ready to get sculpting!
May have to take a break first as my eyes are over worked these days :(