ZBrushCentral

Decimation master question ? or alternatives ?

I have just completed a high poly dynamesh. I’ve used decimation master and projection to get a nice mesh with my subdivision levels back but my lowest sub division level consists of tris after being put through decimation master and Id prefer quads.

Is there anyway to get quads from decimation master ? or any other way to decimate the dynamesh and get similar low poly mesh consisting of quads ?

Cheers

Decimation Master isn’t meant to give you pretty topology, or something to sculpt on afterwards. It’s meant to go in and completely decimation the size of the file while still preserving all the surface detail (making it down right awesome for taking detailed sculpts into another program for map baking, retopology, or 3d printing).

If you wanted a cleaner topology, you might either have to retopologize it manually, or use dynamesh or remesh. I don’t think those two will give a topology that can be reconstructed any lower, so pick a smaller starting resolution if you use them.

The only reason to do quads is for animation, posing, rigging, etc… If this is the case you’ll need to retopologize your model manually.

If you’re just doing still work you shouldn’t need to do anything else and that’s part of the reason to use decimation.

I was coming back to ask about this :slight_smile: so thanks…
My main reason is to set up UVS so I can start work on the texturing. I dont really have much experience and had some issues (with getting good uvs) with the low poly mesh consisting of tris only so I thought it ‘could’ be because of this.

One question about the decimation process and UVS…
If I decimate a complex area like the ‘hands’ really low and end up with no fingers, is this an acceptable base mesh for laying out the UVS ? or do I need at least some form of basic finger geometry ?

Thanks