Hi,
I'm working on some cloth objects in Max and I though it would be nice to further detail the frozen meshes in ZBrush.
But. Max's garment maker uses Delaunay-algorithm to make the mesh used in simulation and that doesn't work very well with ZBrush, at least not out-of-box.
Any ideas or tools to make this work? I have already tried quadify mesh and many other modifiers in max to make it more ZBrush-friendly, but not with much success.
The Delaunay-mesh looks like this:
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Anyways, I just wondered if there is some smart tool or technique that would somehow "convert" the Delaunay-mesh. I'm sure it can be tweaked by hand, but I was looking for a more automated thing.
Fortunately it seems, that Max's own "sculpting" tools (Freeform tools) seem to work rather well with this type of mesh. I was able to smooth out parts that I didn't like and change the overall look a little without ZBrush.
Thanks, I will try that out during the evening. I save about every 15 minutes, so I definitely got it somewhere, but I will probably tweak this bugger in Max first. It seems like I can get away with it this time.
The thing with using a quad mesh to begin with, is that then you can't use Garment maker. I'm not sure if you can set up seams, etc. without it. Anyways, both are better ideas than what I did this time