ZBrushCentral

tris and ngons in normal maps ?

Hey there, due to a limitation in my polycounts I’m importing an object (a piece of furniture) with tris and ngons (5) in Zbrush. Will it be a problem to export and render in Maya ?
I tried quads and had no issues, are there some particular settings or things to pay attention to ?
THX

The problem that you will encounter has to do with smoothing. Tris are not smoothed on the first subdivision. Instead, they’re converted to three quads, which are then smoothed on the next subdivision. As for ngons, they result in nothing but headaches and really should not be used with ZBrush.

The smoothing difference becomes an issue when you go to create your normal map, of course. One thing you might consider is doing your first subdivision with the Smt modifier turned off, and then the additional ones with it active. This will at least mean that all (tri and quad) parts of your mesh will smooth uniformly.