Hi,
This thread has been in the back of my mind for the last couple of days, and what trikes me is this.
Everybody agrees on having an organized mesh, because it makes it easier to deform and animate your model. There’s several programs out there that have powerful vertex level modeling tools like nendo, wings3d, mirai, softimage, meshtools.
Instead of just copying those, I feel that zbrush needs to come up with a variation that fits the rest of the software.
In that regard, I’ve been playing around with an idea.
You know when people post those images of real objects and they’ve drawn a web of lines
on top of it which will help them organize the topology of their model?

What strikes me is that this part of the process is done as preparation to 3d-modeling. They do it before they start modeling.
What if this was a modeling step you did after you’ve generated your zsphere mesh.
You could use the already existing zbrush painting tools to draw the edgeloops you want on the model. The software could then change the topology of the underlying polys for you in an organized way?
The computer is better at it than most of us anyway. A bit like computer inbetweening.
I haven’t seen any software that has this feature, but i think it would fit well into the zbrush way of modeling.
The buzzword here at the moment is edge-loops. They are a powerful way of looking at the structure of a mesh.
Edgeloops
The question is when to start working on these edgeloops. If you have an organized brain that can sculpt and think about these edgeloops at the same time, than that’s great.
However I like to model something, go with the flow of that and then take the time to reorganize and clean up the topology.
I think “sketching” out the edgeloops on your model and have the software reorganize the polys for you has a lot of mileage in it. It also fits nicely within the 3d-pain-ting paradigm of z-brush.
Looking forward to hearing your thoughts on this
e1 
<font color="#949494" size=“1”> November 12, 2002 Message edited by: e1 </font>