Yah, I'm mostly a texture artist and have little 3D knowledge. I can't find, for the life of me, if its possible to turn a Max model that has 3 sided polygons into 4 sided polys to be imported into Zbrush?
Hmmm - well you can just turn the object from EDIT MESH into EDIT POLY... this will clear up most of the tri/quad stuff unless you have manually split the quads. Otherwise you can add a MESHMOOTH modifier set to one iteration, and pick NURMS subdivision - that will make all the tris into quads but this might not be the…
Oh, and one other thing... should I have the model UV unwrapped before importing into zbrush or just leave that up to zbrush? All this is me trying to get something into zbrush so I can get on doing normal maps. Thanks!
i usualy just go through the model by hand and clean it up. i also make sure and sub-divide the model in max, because i find that zbrush's sub-d algorythm (how do you spell that damn word anyway) is a little strange.. i also find that zbrush is reaaally picky when it comes to your mesh. all sorts of little imperfections…