Hi, I’ve been using Zbrush for about 3 years, but I must have missed something obvious as I’ve never solved the following problem.
I’m trying to model a worn tabletop using a 6-polygon cuboid as the geometry (for use in unity) and a normal map to hold the detail. Being a large, flat object, the tabletop has 2 very large sides (by surface area) and 4 much thinner sides. If I export a simple 6-sided cuboid from 3DS MAX, then subdivide this in Zbrush, the thin sides end up with way too much detail, the large sides don’t have nearly enough.
What is the conventional way around this issue? Is there any way to subdivide this irregular cuboid into even squares and then bake a normal-map down to the 6-polygon geometry?