Hi,
When I have been creating some assets for the unreal engine I have started by creating a low poly version in Maya. I had intended to import these low poly versions to Zbrush and create a hi poly version with detail for a normal map to then bake. The problem is however that the assets I have created are things like tables where there are is no even spread of geometry. This causes problems in Zbrush as subdividing still leaves the spread uneven (no square polys) and so my sculpting is really poor. What I’m looking for is an easy way to divide geometry into squares that is good for sculpting (no zigzagging). Does anyone have any ideas?
I’ve tried Dynamesh, ZRemesher and things in Maya but had no luck so far.
I know its probably best to just start with the hi res version in Zbrush but I’m waiting for 4R7.
Thanks
(I can post images if this is not clear)