For a long time I was researching to decide a new software to learn. I was about to go with Maya and Zbrush, because I have training DVDs and books for them already. But I’m having hard time keeping my models in quads and when I import to Zbrush, getting errors which is totally normal because it happens if you don’t have enough knowledge and practice to learn how to maintain your geometry. These happens to me all the time…
When I talk about this with my friend Serdal Ertas who is a successful 3ds Max user told me there’s an export option on Max which was a plug-in in the past but integrated to it because of it’s popularity. And it helps you to export for Zbrush with quad faces. I decided to test it; I imported the head model I’ve done in Maya with triangle problems to 3ds Max and exported it with using this exporters options.
And I really am surprised when I imported the geometry to Zbrush because I had no errors about Quad faces. Max exported a clean geometry… Actually cleaned up my mess. You should know that I’m not the best modeler in the world and I’m a newbie on character modeling. Using Maya since 6.5 but still didn’t learned a lot of things on it. After all these Max and Zbrush looked like a better tool set to me and decided to focus on these both.
I’m not defending my lack of ability to keep everything in Quads and cleaning geometry myself - but the tools in/for 3ds max are convinced me to go with it…
Please visit my blog post for screen shots if you interested