Man, thanks for pointing out, this is a super helpful discovery! In turn, I can add that Maya also has a hidden remeshing mode, which turns any mesh into a uniformly tessellated triangular mesh - kinda like Sculptris Pro in ZBrush. Just select a mesh and execute this python code: <p>import maya.cmds as…
There is a non documented maya node in 2018 which is somehow "interesting". Just select an object and type the mel command "polyRetopo;" todo some magic. This automatic retopo could in combo with booleans lead to some new workflows. Looks like it does only work on Windows.
After doing more test Material seems to work better for holding hard edges. Also tried the vertex paint method. Seems to not work so well for hardsurface. might fair better for organic stuff