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mheyman's Avatar
Old (#1)
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.
Offline , triangle, 447 Posts, Join Date Apr 2009, Location Irvine, CA Send a message via AIM to mheyman  
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m4dcow's Avatar
Old (#2)
I haven't really dealt with unreal terrain too much, but I use Maya and it has a "quadrangulate" function somewhere that will do what you want, and I am sure Max has the equivalent.
Offline , polygon, 745 Posts, Join Date Jan 2010, Location St.Lucia, West indies  
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mheyman's Avatar
Old (#3)
Hey thanks! I find that its been kinda wonky so far. I keep trying different angle thresholds but sometimes it's deleting the wrong edge. Thanks though!, I'll keep trying.
Offline , triangle, 447 Posts, Join Date Apr 2009, Location Irvine, CA Send a message via AIM to mheyman  
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teaandcigarettes's Avatar
Old (#4)
skayne:

Did you try Unified Skin feature in Zbrush? Depending on the complexity of your mesh it might do the trick.
Offline , polycounter, 1,214 Posts, Join Date Aug 2009, Location Nottingham, UK Send a message via MSN to teaandcigarettes  
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