Hi Kenmo, for output to a displacement brush app like 3D Coat or ZBrush it's a good idea to use the "Divide larger than" option to dice the output up into smaller more regular sized pieces, see here for an example:
http://moi3d.com/forum/index.php?webtag=MOI&msg=2833.5
re:
> I am told by the 3D Coat crowd 3D Coat does not like ngons or tris and prefers quads.
Quads being preferable to triangles is only applicable if sub-d smoothing is being applied,
If you're not applying sub-d smoothing then quads vs triangles is irrelevant - it's more about working on polygons that have a more uniform even size which is usually how meshes made for sub-d smoothing are constructed.
So use "Divide larger than" when exporting out from MoI to generate more uniformly sized polygons and not have any individual polygons that stretch out across a large distance across the model. That's going to work with displacement better, it makes displacement effect more localized.
Probably best to use just "triangles only" output if it's going to be used for displacement.
- Michael
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