Mayby it is a simple question but I'm looking for a way to subdivide the ngone surface in a way to get uniform density of quads/triangles and keep vertex-to-vertex exactly the same border of the original surface.
In 3ds max I can just use Subdivide modifier and it keep 1 to 1 border vertexes or it adding more if needed (it does not reduce the amount nor change their position). I get also nice uniform density of triangles.
In Maya on other hand "Smooth" option keeps or adds vertices as I want but density of subdivision is not uniform and "Retopologize" option exactly oposit - create nice, uniform density of quads or triangles but totaly change the border of subdivided mesh.
I need this option because I create often a ngone shapes that exactly shows the the borders of a land and then I want to subdivide it to create some irregularities inside but I need the border to be unchanged.
Any solutions?