Many thanks Michael and Mik, much appreciated!
I love how instantly deformable and sculptable an exported MoI mesh is if you use the right settings.
Here are some tips:
1. Set output to Quads & Triangles.
2. Set 'Divide larger than' to a preferred value.
3. Set the 'Divide larger than' option to 'All'.
Also, in the Moi.ini file you can change an option called 'CentroidTriangulation' from n(o) to y(es).
During polygon mesh export this will cause triangular faces to converge to the midpoint of ngons in stead of the boundaries of ngons, which can result in better topology for ZBrush.
Keep in mind that the 'CentroidTriangulation' option in the Moi.ini file doesn't triangulate caps with 'Divide larger than' set to 'All'. A general rule of thumb is to use Centroid Triangulation when there's a higher polygon count with more uniform dicing.
|