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…
While on small assets it wouldn't take long to add some edge loops where necessary...but on some more in depth assets I have floating around it would take a damn long time. I have figured out somewhat of a method though, using the proboolean tool.
I don't know for sure if this would work, but what if you split your model into different pieces based on how much they needed to be subdivided? Split into into say 3 parts that can be subdivided however many times they need, then recombined afterwards. one part for what doesn't need to be subdivided any more one part for…
Would it *really* take that long to run a few extra edge loops into your models so that their distribution is *vaguely* equal and zbrush friendly? Seems to me that on all quad mechanical models that would take minutes, no? I mean, its not like edge rows have to be *exactly* equi-distant, and expecting some lines of code to…