Bake it as a normal map on a lower poly mesh?
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Hey thanks!! Hmm... I´m not skilled enough to do that.
After all I think, it wouldn´t give me the result I want. Strange, how tricky it is integrating triangle shaped details into 3D designs.
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What about trying booleans?
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Thanks a lot for your help!!
I thought a while about this way. But finally I've found a solution which kinda works ok. 
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Maybe use the Decimate modifier? It helps reduce poly count.
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Huge thanks Hart for your help. The decimate mod. is cool, but wasn't the way to go in my situation. But finally I've found a solution I can live with.
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Look at YouTube. I get a lot of help in zbrush
Thanks. Twitter will use this to make your timeline better. UndoUndo
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retopology :3 you basically model a low poly version of the same model on top of your current model :)
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thanks Jannick!! :) The problem is/was a bit different. I usually have pretty lowpoly objects and use modifiers for edges and a smooth look like Bevel and SubDiv. So adding such a triangle lead to strange results. For this one I applied the modifiers before adding the triangle
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Have you tried loop cuts on the low poly mesh? Sometimes the bevel mod is not the best approach and those times you need to do it by hand to have more control on the result
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Hey Justin, yeah, at the end I added loop cuts etc to get the result I wanted. Here you can see, what it looks like. Thanks a bunch for this advice. Shows me, I was on the right track.

https://twitter.com/Marcel_Hampel/status/1172119467578548225?s=20 …
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need a better solution