The scale is based on the polygon size and shape. I don't think it would be a useful technique for this kind of armor. Instead I'd just take the base that you had before micromesh, and either use the topology brush or some polygroups to create some cleaner, thicker strips on top.
cryrid is right. Micromesh is completely polygon-dependant. What you could do is use the ZRemesher function to generate a mesh with less polygons whilst preserving the silhouette.
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