
Originally Posted by
michalis
Thank you all.
@stone3d, I used zbrush to sculpt a panel, a relief. Then baked the depth and an AO map. The rest is a matter of the blender UV editor. No alphas. OK, depth map can be considered as an alpha, but aligning the topology to a more or less geometrical alpha is something that zbrush can not do. The lack of a good UV editor. (blender has a terrific UV editor, one of the best, BTW)
You can easily transfer all these (being basically a UV displacement) in zbrush and have more fun. As you can subdivide to lots of millions faces (Zb) and apply displacement. Many possible ways under such a workaround)