Firstly apologies if this seems like Rhino 101. I’ve been using Rhino on-and-off over the years but screen time is minimal vs the practical element of my job.
I have a SubD model which has decent topology (as far as I can tell) and will eventually be used to CNC cut some patterns for metal casting. I need to create some high quality renders and use a combination of RizomUV (for the UV maps) > Substance Painter (for texturing) > Keyshot 2025 (for rendering). I know it’s possible to do UV mapping inside Rhino but I find Rizom works better for my needs.
Anyway, I need to output a mesh to load into RizomUV but whenever I use QuadRemesh inside Rhino I’m getting jagged edges in some areas, instead of smooth curves. I’ve tried quad count at 20,000 and all the way up to 500,000 which smooths it out a bit but not totally.
The issue is that RizomUV prefers a lower mesh count in order to get decent results.
I’m sure my workflow is wrong here, but if anyone can help with this I’d be extremely grateful. Rizom doesn’t work with nurbs and when I used to use Z Brush, you could apply the UV’s to a low poly version of the mesh, but that doesn’t seem possible here? Should I perhaps be looking at this in a totally different way?

