ZBrushCentral

Mesh 'Equalizer': Does it exist?

Simply put, a plugin that looks at the average smallist triangle and tries to devide the rest of the mesh to suit, preserving the UVs. Like a reverse version of the Decimation Master.

Either that or a Mask auto-selection method based on triangle size.

I know triangles are bad for sculpting and polypaint but I want to make some game reskins and I’m running out of options that don’t involve hours of converting imported models to square quads. Help!

I am not real sure I understand what you are looking for, but this free 3d modeler has a feature to tesselate an object into triangles or quads. http://www.wings3d.com/

Hope it helps

I’m trying to texture and sculpt existing game models using zbrush. While I can extract and import the models with their UVs just fine, their mesh is made of triangles with massive size differences in different areas (arms and legs being far simpler then face and hands).

By the time I max out Zbrush’s memory on division levels, the face is a solid mess of points whilst the arms barely have enough for a smooth Claytubes stroke.

I did try taking models into Max to remove the triangles by hand and then cut new edges in so the mesh was even for polypainting. It took forever just to do the Team Fortress 2 Spy and it looks impossible with the Left4Dead Tank. So I may as well just select the large polys in Zbrush and divide them. It doesn’t seam to effect the UVs at all. A script that could make the selection faster, would help out.

Hey there mr-ru. If I am reading this correctly you are trying to convert some of the areas of your mesh into quads. There is an option under Tools called unified skin which does convert the entire mesh into quads although I think the whole topology will change and distributes it evenly throughout the mesh.