Tris to Quads
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@unknownuser said:
yes but in this case it's very more easy to manipulate object like this with "double" enable
your missing my point. the object he posted was not hollow. it was a solid so doublesided is not needed since he'll have faces you'll never see.
your showing us a hollow object. that's something different.
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@unknownuser said:
the object he posted was not hollow
Yes but it's possible that some faces have not good "normal" oriented so double enable in Zbrush can help to see all the solid object even false normals
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Khai and all who contributed, thank you very, very much! You saved me from a huge-huge problem. It works absolutely brilliantly!. So basically as long as I split Ngons into triangles or squares I'm ok, thank you again!
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The subdivide and smooth plugin has a mesh triangluation feature built into it.
I don't know if it something that can be run on geometry just to triangulate it though, I think it might be deeply built into how the plugin works, and not really a standalone feature. But it might be possible to use it to help. Anyone out there with subdivide and smooth know more about it?
Chris
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Im not sure how well using SDS to triangulate faces would work, in this case. The main problem is that the faces created are very uneven, and from what i can gather you need lots of small uniform faces for zbrush.
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You have not on the export option of the Pro Version "triangulate" all volumes?
So any problem when you import it in obj inside zbrush -
As much as I wish there was an easy way to accomplish this, there is really only one way.
You have to manually construct your model so that it has nothing but quads, and all quads should be as uniform and square as possible. If you have to, a few triangles aren't the end of the world, but try to avoid them.
While tri's work in Z-brush, quads work way way better, IMO,especially if you are planning on subdividing and sculpting after import.
I find that, except for the simplest models, it can be a time wasting agony to actually retro your model into quads.
To be honest, I try as hard as possible to never use SU and zbrush on the same model as it always seems to take way more time than I could ever bill out for.
Cheers, Chuck
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Actually, I plan to use Zbrush to paint the model and add small details such as imperfections, scratches and such on non-organic models, not really sculpting or subdividing as I noticed, like you said, it doesn't really work unless the quads are pretty even (for smooth subdividing), but I don't have any alternative so I have to make this work.
I'm sure as I get more ambitious with my modelling that I will need to subdivide what I import in Zbrush but as there is no way to automatically transform a model into decent shaped quads I don't know..
Thanks.
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I am not sure how well painting a SU model in Zbrush works, as I have never had an opportunity to try it out. I'd love to hear how well it works, for future reference.
Adding scratches and such may be a whole lot easier if you put them in your textures and not sculpting them into the model. If you are planning on adding the scratches to the model as part of the mesh, then you will find that you will need quite a bit of subdividing to get them looking really nice.
With Zbrush's awesome masking abilities, it may be a solution to quad the parts of your model where you want surface details, selectively mask them in Zbrush and just subdivide those places instead of the whole thing. It is a little bit fussy and time consuming, but it will keep the overall poly count somewhat reasonable.
Cheers, Chuck
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My plan is to do all mechanical modeling in SU, import it in Zbrush and subdivide it without the smooth option on, make the texture and add surface details.
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