everytime i retop and switch back from 3dsmax to zbrush, i get a some faces that triangulate. its starting to fustrate me very much. does it matter? waht should i do?
are you talking about using goZ?
yes i am, i wnt to know how i should my flow of topology should be because my mesh in max are all quads with no ngons or tri’s. i made sure all my quads are in order in max but zbrush converts some automatically to triangles typically around the seams…i use symmetry in max with a threshold of 0.03 which seems to connect real well in max but then i see some tri’s in zbrush. im trying to think what makes it do that if all are quads… by the way i do not align the seam edge loop dead onto the middle of the grid…sometimes they are a lil choppy. do u think that could be the problem? sorry for the stupid question.
you should always collapse your stack before you send to Z. You should also make sure your sym line is perfectly aligned to an axis as well.
okay collapse the modifier stack and align perfectly to the x axis. i know theres more than one method to aligning it…usually you can right click the scale typein and set the X offset to 0 and u coudl go into edit poly>edit geometry>make planar x… which one u think is best? i usually use make planar but for the purpose of zbrush which is best
in max…hmm. Depends on if you’re unwrapped yet or not.
I would just delete half of the object. grab my center line, and make planar along x. Then set it to 0 along X. Then mirror the object and weld it back together.
But using the scale method works the same, one is a single button click, the other is typing the value, so it all depends on which is faster for you, finding the button, or typing the value.
You can do this though if you’ve unwrapped, or are already working in Zbrush.
It becomes a bit tricky if you’re already committed to the mesh you’ve sculpted on.