mheyman
09-11-2010, 05:27 PM
Hey, I've run into a problem. I started blocking in my scene in Unreal using the Terrain Actor and some primitive meshes.
Now I want to export that terrain and sculpt it in Zbrush but the exported terrain comes out triangulated. The quads are all lined up but they are all divided into tris and am afraid I'll get weird shapes if I subdivide further in Zbrush.
Is there anyway to quickly remove these splits in the quads without doing it by hand? My terrain mesh is huge (150k polys right now) Also once I'm done sculpting is there any quick retopo program that'll retopo in quads. I know Decimation Master turns the mesh into a mess of Tris, I want things kinda uniform for vertex painting.
Thanks.
Now I want to export that terrain and sculpt it in Zbrush but the exported terrain comes out triangulated. The quads are all lined up but they are all divided into tris and am afraid I'll get weird shapes if I subdivide further in Zbrush.
Is there anyway to quickly remove these splits in the quads without doing it by hand? My terrain mesh is huge (150k polys right now) Also once I'm done sculpting is there any quick retopo program that'll retopo in quads. I know Decimation Master turns the mesh into a mess of Tris, I want things kinda uniform for vertex painting.
Thanks.