Once a model has been decimated the mesh becomes tessellated. Is there an easy method to get back a nice 4 corner poly topology on the tessellated/decimated model? I’m still new to the process of topology issues and any help would be appreciated.
on another topic I have another model I did in Zbrush I want to add to my demo disk in wire frame but noticed is there are bands around the wrists and ankles of my character where the poly’s are stretched to diamond shapes (still quads, just not pretty) Do I have to get in there and re-topo the model using zbrushes topo tools or is there an easy way to regenerate and evenly spaced mesh all over my model? Thanx again in advance.
-Andrew