Hello,
I’ve been trying to find the best way to bring my meshes from Max to ZBrush.
The main problem is how to keep harder edges, while maintaining evenly distributed polygons - how is this usually done? I have experimented with turning smooth off when subdividing the mesh for the first couple of times, but sometimes it leads to hard edges (or sudden transitions in surface) in places where I didn’t mean to have them.
I know about smoothing groups plugin and that it apparently still works with Zbrush 4. GoZ doesn’t seem to care about smoothing groups(?).
However, I’m not a big fan of Max’s smoothing groups, call it lack of experience, but I find it so much easier to use edge loops to define my hard(ish) edges. Out of the box, this method doesn’t work with ZBrush very well, because you end up with unevenly distributed geometry - is there a way around this? Or should I be using some other method all together?
Thanks!
