Pretty sure that's wrong.
Yeah... just to clarify again, here are some facts.
- Zbrush and Mudbox are called sculpting apps, where you can use a Wacom tablet to work on a 3D model using brush based tools. Instead of manually cutting new polygons in the model to create shapes and forms, you just subdivide a simple model until it's poly count is in the millions and you can use the density for that.
http://www.youtube.com/watch?v=7gcUAV3DFtQ
- The general workflow is to build a very simple model, then sculpt a detailed highres mesh in zbrush. You export that final sculpt and build a simple, ingame lowpoly mesh on top in Max/Maya. You create UVs for the lowpoly and use a tool to generate normal maps by comparing it with the highres zbrush sculpt. This way you'll get all the shading detail with minimal actual modeling work which would be a lot more time consuming compared to sculpting.
- For characters, this workflow is usually applied in pieces, you can build a head, a hand, various armor pieces, and sculpt them separately in zbrush to maximize the detail. The sculpting apps can work with 8-12 million polygons nowadays on a 64-bit system, so simple characters can even fit into memory all at once.
- The trouble with environments is that they're very large and if you want a poly density similar to characters, you'll need to break everything down into a LOT of pieces. You can maybe speed things up by re-using a lot of the pieces, just like Epic does in their Gears stuff, see here.
http://www.zbrushcentral.com/showpost.php?p=554081&postcount=62
But this isn't intuitive enough and this isn't good for completely unique environments, which you would want if you have virtual texturing support. You can't sculpt a landscape with enough detail because it's too large to fit into memory, you can't even fit a building.
Lionhead's tech is basically adding a layer above Zbrush, and a very big one. They start with a simple very rough geometry for the
entire level which they store on disk. It is subdivided until it's a very very high detail version of the game world - which is impossible to display at once, but they don't need to do that.
They just export chunks of it into Zbrush one at a time, to add detail and sculpt it and even paint it (it has a vertex color kind of feature to replace UV textures) and bring back the results into the MegaMesh tool. They have support for multiple artists to do this at the same time with the same level, even with neighboring chunks.
Then to create the actual ingame version, their toolset will automatically generate a lowpoly level geometry, unwrap UVs for it, and extract color, normal, specular and occlusion textures too.
This method is more intuitive, has far less technical issues for the artist to deal with, and can manage a very very high complexity for them almost completely automatically. So far better results with less work and headache.