I just made a model in ZBrush and need to finish it in Maya. The model, however, has waaaay too many unused vertices. There are a lot of completely flat fields covered with hundreds of vertices that have no use whatsoever.
I know there's a
Clean Topology function for Subdiv Surfaces. Is there something like this for polygon meshes?
I tried Merge, but that just merges all the selected vertices into a center point.
And I can't really do it by hand, because the model is way way too detailed. It was my first ZBrush model and I kind of overdid it on the Divisions.
Does anyone know about a function or plug-in to do this? It sounds simple: compare the x,y,z of vertices and if they are a completely flat surface, delete the edges/vertices between them to make a clean square.
I haven't done UV Texturing yet so if that messes up it's np.
I'm pretty sure I could delete half the vertices if there was a function or a script or...
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Is there a plug-in or script or function that JUST reduces/combines the flat or square vertices? So I don't get this kind of bad result, where 10 non-flat edges lead to the same vertex?