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.
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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.
I have figured out somewhat of a method though, using the proboolean tool.
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.