Hi I have realized a illustrator logo exported from a PSD file , then I imported in 3dsmax and added a bevel modifier , refined with a graphite tool quadrify over an edit poly and finally imported in zbrush , but since the model has not all quads I do not get an even distribution and as well I do not have a even smoothing ....
so how can I do without loosing tons of hours by editing one by one each vertex and polygon , to have an even quadrified import?
here is a picture of the import ....
![25979444.jpg](http://img406.imageshack.us/img406/3024/25979444.jpg)
Replies
As far as getting quads, there are a few techniques, some are a bit tedious to explain, but, a few faster ideas would be:
- If you could project the design over top a plane with a large amount of divisions, that would essentially make it quaded (zBrush might be a better alternative in this case)
- Because the shapes are different sizes and forms, quading it perfectly can be a nightmare. Before bevel/extrusion (i.e. it's still a plane form) optimize it, modifiers have the helpful use of being toggleable to see a more final outcome.
Also, I've been told that you can import and export curves and shapes between Illustrator and Max/Maya. I believe there is a dedicated format too. (.ai, I believe?). You say this has come through photoshop, so it might actually be more optimal by importing it that way.
Although, this is just speculation.
I tried going in manuyally but is really tedious work and it gives out an uneven distribution of quads that leaves with problems when detailing in zbrush ...
I then decided to use a uvmapped cilinder and over the top place a displacement mask from the original psd file , but the result is a non void objects in the interpieces ....
Otherwise there is a way to create those voids in Zbrush?
ya there more or less the same thing, i just find zb's dynamesh works a lot better, and you can also easily do a projectall after the fact from the old object, if it dosnt get all the detail the first time.
If you're just gonna rough it up and put rock texture on it in ZBrush even doing a very loose trace that doesn't capture the little details would be close enough.