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Quadrify a garmet for Zbrush?
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  • Total Posts: 152
  • Joined: 01 September 2006 10:01 AM

Hello.

Is there a way to quadrify a garmet (created with the garmet modifier) so that may be sculpted in Zbrush?
I tried the “quadrify” modifer but the topology it produces is not adequate for sculpting as it creates huge variations in polygon size and shape.
Is there a better way to achieve this?

Thanks in advance.



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  • tyree
  • Posted: 16 July 2010 03:36 AM

thats not necessary. zbrush can work with triangles you will help yourself a great deal if you dont think in such a linear fashion



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Hi.
Thanks for the reply.
I know that Zbrush works with triangles but the generated normal map gets problematic. Not to mention that there are a lot of spikes created during sculpting.



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  • tyree
  • Posted: 20 July 2010 08:59 AM

Ive honestly never had a problem when working triangles. but will the garment not work without normal mapping. if you made it in max it should already be good to go. duplicating something with polys isnt hard. you can also try a program called sculptris it works with triangles.

I can make a video this weekend showing how to make polys out of an object. its called retopologizing now but it was being done long before zbrush



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Thanks for the reply, i’ll try some of the things you mentioned.

Author: fearnight2000

Replied: 03 August 2010 08:21 AM  
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  • 3BRP
  • Posted: 09 August 2010 06:24 PM

http://www.scriptspot.com/3ds-max/scripts/quadrangulate

Try this script - it worked wonders for me!



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