Looked around a bit but wasn’t able to find an answer for this really. At my studio we’re currently working on a subdivision plug for Maya to match Zbrush’s vertex ordering when subdividing in Maya for blendshaping between the two.
I wanted to ask if anyone knew the logic behind the re-ording. Topogun seems to have an option for it so I imagine it’s fairly straight forward. The alternative is just to smooth a couple things in each package and figure it out but I thought I would give this a shot and save some time if anyone knew.
Thanks.