![]() I'd even goes as far as to say impossible unless you are quite creative and patient. You can see this with the surface on the RIGHT in both pictures, I've selectively deleted the triangulating edge loops, and then moved on to reducing quad edge loop density, this only took a few minutes for demonstration.Ĩ4000 triangles? Yes, that's going to take you some time to reduce to 800. You will have to go over each mesh, elliminating excess edge loops by hand. You will probably need a quad mesh and not something with mixes of trangles and quads anyway.Īnd that is the most time consuming part. IF 'Quadrangulate' does NOT produce good results, it basically doubles the work of having to first 'Select Continuous Edges' & Delete all the edge loops that make triangles. "Quadrangulate' does not reduce our triangle count, but it helps reduce the work. Surface on the LEFT After automatic 'Quadrangulate' function, Bad result highlighted with red: Look at the surface on the LEFT before quadrangulation: Note that this doesn't work well if the surface curves or hooks around a 180deg arc shape because the 'Quadrangulate' or 'Tris-to-Quads' automatic function loses track of which way the surface flows and turns the quads othogonal somewhere it decides. If your mesh has a relatively flat, rectangular surface (it doesn't arc/slope sharply more than 90degres roughly) you should be able to execute the Maya command 'Quadrangulate' (turn up the Angle Threshold just in case it helps). I've been meaning to make a post about it to the Devs) (Though I've seen Blender elliminate NUMEROUS>100 duplicate vertices on my imported meshes when I execute the 'Remove Doubles' command in Blender, so I'm not sure if the GSvr export 'OBJ Single Sided' is really working. Make sure you adjust GSvr's output format to 'OBJ Single Sided' My workflow is in Blender3d, but I have a little Maya experience too. Perhaps there's a way to selectively apply a decimation function in a way that preserves intended forms, but I haven't found it yet. It will always destroy your intended design because it can only operate on a narrow set of parameters for polygon elimination. I've been having to Retopologize my meshes from GravitySketch for use in game assets where polycount needs to be 1/100 of what GSvr outputs, but it's deffinetely viable!įorget about trying to use automatic mesh decimation functions in Maya (or any software). Obviously the GravitySketch Low Poly solution is faster and probably the only way you will get anywhere near the reduction to 800 polygons on a model. ![]() If you did create the asset and have Gravity Sketch (it's not clear from reading your post), you could simply go back in and edit all your surfaces, setting them to LowPoly. TL DR If you didn't create the OBJ, you have a lot of retopologizing to do. ![]()
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