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script for equally subdividing current object

So I have a handful of techy assets that I've created, but the problem is they weren't made with zbrush in mind, therefor the poly distibution isn't equal whatsoever.

Is there a script or a way to take a model that has unequal poly subdivisions and add enough subdivisions so every one is more or less equal?

thus making it alot easier to work with in Zbrush.


It's interesting tryin to test out how ZB3 can do some hard surface models and techy-stuff as well as the organics that the majority of users use it for.

Replies

  • Daz
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    Daz polycounter lvl 18
    Would it *really* take that long to run a few extra edge loops into your models so that their distribution is *vaguely* equal and zbrush friendly? Seems to me that on all quad mechanical models that would take minutes, no?

    I mean, its not like edge rows have to be *exactly* equi-distant, and expecting some lines of code to essentially completely retopologise a model making each edge row equi-distant whilst keeping the form completely intact is a bit of a tall order when you stop and think about the math.
  • Savage
    While on small assets it wouldn't take long to add some edge loops where necessary...but on some more in depth assets I have floating around it would take a damn long time.

    I have figured out somewhat of a method though, using the proboolean tool.
  • Penzer
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    Penzer polycounter lvl 17
    I don't know for sure if this would work, but what if you split your model into different pieces based on how much they needed to be subdivided? Split into into say 3 parts that can be subdivided however many times they need, then recombined afterwards.

    one part for what doesn't need to be subdivided any more
    one part for what needs subdividing once
    one part for what needs subdividing more than once

    Never tried this before, so I can't say for sure if it would work or not. It might work for balancing out meshflow for something that wasn't built with tangent support in mind. It wouldn't work for something that has tangent support in it and only needs the surfaces inbetween balanced out.
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