Hi CJ - Simplest answer is to try it and see if it suits your workflow. There are a few here that use moi for creating high resolution game props, which are used for creating textures and materials, and then use low poly count models to be used in their games that are rendered with the HR textures and materials.
From a personal perspective, I have had problems with medium to high res poly exports going to MudBox and ZBrush, but exporting at more course meshes with angle set at 30-45 and weld edges along with divides, you also need to export as quads and tris for ZB or Tris only for MB. I have used OBJ files for import into Maya, Modo, Silo and Cheetah3D all on OS x and I have had no real problems with bad faces, but this does depend on the complexity of the models.
Hopefully someone with real world experience of doing game assets will also come and give some more info for you. I know I can remember seeing a model of a weapon that went from MoI to Modo and their results were really very good. But for now i can't remember what the thread was titled (Michael may be able to help here)
Martin Spencer-Ford
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