hi
in addition to quads , how should an imported mesh into ZB be ?
should the polygons be SQUARE 100% ? because when I try to sculpt some alphas onto my model ( almost 6 million polys) they don’t look clean or sharp on SOME areas of the mesh… or I can’t get a clean result with small brush sizes !! I even tried 2k alphas !!
thanx alot
any help 
edge loops and edge flow are more important than quads.
I would say you need to consider how your model will subdivide.
A tri at you base level will divide into a quad…but a star 5 edges meeting will look weird in zb but not necessarily when you render…anything more than 5 is bad. Also don’t ever leave two tris next to each other, ugly.
I think its more efficient to model using tris and quads…keeping in mind the edgeflow when you subdivide.
I use to think modeling in quads was the best way…however my youth in the industry (at the time) was reminded of the fact that the myth about quad modeling derives from the days of nurbs modeling, when all loops needed to wrap around your model therefore producing quad patches.
There are more concerns with production ready typology in models but as far as zb is concerned…whatever looks good will work, just test it to see;)
thanx alot
useful indeed…