Atom Posted February 12, 2018 Share Posted February 12, 2018 (edited) I have this all quad based "dog-bone" shape. But the distribution of area per quad is a bit off. Is there a way to keep the shape, keep all quads but remap the area of each quad so there is a more even distribution of area per quad? I would like to remove quad stretching? dog_bone_quad_source.obj Edited February 12, 2018 by Atom Quote Link to comment Share on other sites More sharing options...
probiner Posted February 12, 2018 Share Posted February 12, 2018 (edited) Hey I tried the Projection Smooth asset I've put up and I've thought about this in part when I made it. If you check "Sparse" option it does try to space things out. Plus Wrap will make it re project. Now. I've found it that running it in a loop for 500 iterations does better than running it with 500 itself. I guess I could do something just for this ans that asset was thought more for direction constrain than sparse smoothing. There must be a smarter way to do this, eheh. The issue with smoothing iterations is that they return so little after a certain amount. Cheers Edited February 12, 2018 by probiner Quote Link to comment Share on other sites More sharing options...
Atom Posted February 12, 2018 Author Share Posted February 12, 2018 Thanks, I think that will work! Quote Link to comment Share on other sites More sharing options...
Noobini Posted February 13, 2018 Share Posted February 13, 2018 a simple way.. NewBone.hipnc Quote Link to comment Share on other sites More sharing options...
probiner Posted February 13, 2018 Share Posted February 13, 2018 Nice @Noobini Using what you're showing I tried to go with GameDev Toolset's PolyDeform, a basic xyzdist wrap, and my Smooth to fix some spacing. PRB_AtomsBoneWrap.hiplc Quote Link to comment Share on other sites More sharing options...
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