ZBrushCentral

N-gon models in ZB..tips?

Hey all,

Is there a good way to handle N-gons in ZB? Normally, Id build a model or basemesh with ZB in mind, making everything quads and as evenly spaced as possible. I was messing around with an old mech I had built, which had a ton of n-gons.

mech_02.jpg

I decided to give it a quick uv map and bring it into ZB and see how sculpting and texturing would work on it. Inside ZB all seemed to be good, with the exception of a lot of polys on all of the edges after subdividing, which makes sense.
But hooking the map up in my 3d app, Im getting a lot of texture stretching.

Is there a better way to do this or should I just rebuild it in subpatch?

you can fight the mesh, or rebuild it all up to what you think will be faster and/or give you a better result. I personally would rebuild it.