How do I make a cut and keep nice straight topography lines like in the picture?

So I made a box, and I cut it to the shape I want, but the mesh looks all crazy where I made the cuts. I want them to match up with the lines in the original shape and be straight (when they are curvy it messes up the textures)- I kind of drew in on the bottom the lines I would be looking for, nice and straight.

Is there any way to fix this shape? I’ve tried Quad Ramesh and it’s better but it gives a lot of curved lines. I also tried adding a box around it and reprojecting to Vertex, but, same thing. Is the best option to start over and break it into smaller boxes and then merge?

Thanks!

Best: export and retopo.
Or: use a modeling software and start over. Blender is the cheapest way to go.

In Nomad: keep it as low poly as possible (count the targeted amount of vertices), then mask and move. Nomad is a sculpting software, not for modelling.

Maybe s.o. has another solution, but I would use Blender for that.

What’s the best option for that on iPad? I do most of my work while I’m traveling for work, so I don’t have access to my PC.

Out here - sorry: I’m on Android - so I could only suggest blender.

You can try either Valance3D or Uniform. Maybe s.o. with an iPad can help.
or you go through the pain, force yourself through Nomad for this - there are some low poly tutorials on Youtube. But there are not really tools for that in Nomad.

Btw: there is a retopo app available for iPad (CozyBlanket) - that might do the job, too. Carve all out in Nomad, export it. Import it in CozyBlanket. And retopo.

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Do not trim and do not start with a box.
For example, start with a plane division x maybe 10 and division y 0.
Then work as with box modeling - then extract the plane.

You can already do something like box modeling with Nomad, but it requires a slightly different workflow.

(IOS App for this is Valence 3D)


But just out of curiosity: What do you actually need this exact topology for?

I like to design starships, and the hull textures come out looking distorted when the lines aren’t a nice grid.

Isn’t this more of a UV problem than the mesh topology problem?

Well, I am new to this, so not totally sure, but I like to have everything set up neatly in a grid if I can. It makes it a lot easier to work with (for me)