kubabuk Posted May 30, 2008 Share Posted May 30, 2008 Hi, I would like to reduce number of polygons of the geometry with already applied uvs. Do you have any idea how can I achieve this in H. I know in 3dsmax there is a multires modifier which gives nice results. It shouldn't be difficult to replicate it, if it isn't already in H. Any ideas? thanks, kuba Quote Link to comment Share on other sites More sharing options...
Mario Marengo Posted May 30, 2008 Share Posted May 30, 2008 I would like to reduce number of polygons of the geometry with already applied uvs. Do you have any idea how can I achieve this in H. I know in 3dsmax there is a multires modifier which gives nice results. It shouldn't be difficult to replicate it, if it isn't already in H. Any ideas? I believe PolyReduce attempts to maintain attributes (like uv). But failing that, you could always use AttributeTransfer to reapply the uv's after a PolyReduce... Quote Link to comment Share on other sites More sharing options...
kubabuk Posted May 30, 2008 Author Share Posted May 30, 2008 (edited) I believe PolyReduce attempts to maintain attributes (like uv). But failing that, you could always use AttributeTransfer to reapply the uv's after a PolyReduce... Tried both things, but doesn't attribute transfer require same number of vertices? Just checked again, sorry for a confusion, I used attribute copy not transfer which works fine. Edited May 30, 2008 by kubabuk Quote Link to comment Share on other sites More sharing options...
edward Posted May 30, 2008 Share Posted May 30, 2008 Tried both things, but doesn't attribute transfer require same number of vertices? No, that's the whole point of AttribTransfer ... that it does NOT require the same number of points. Quote Link to comment Share on other sites More sharing options...
symek Posted May 30, 2008 Share Posted May 30, 2008 (edited) Tried both things, but doesn't attribute transfer require same number of vertices? Hey kuba, The whole beauty with AttributeTransfer is that it doesn't require the same number of vertices nor faces (unlike AttributeCopy) EDIT: Upps, sorry edward, you're were faster! Kuba, I made simply setup and it works almost good execpt horrible seam on texture, which hopefully could be reworked in some way Edited May 30, 2008 by SYmek Quote Link to comment Share on other sites More sharing options...
kubabuk Posted May 30, 2008 Author Share Posted May 30, 2008 Thanks guys, sometimes I act quicker than think Quote Link to comment Share on other sites More sharing options...
villain Posted September 3, 2009 Share Posted September 3, 2009 hi! i would like to transfer uv's from a lo-poly proxy object to a hi-poly object. attribute transfer works great but ignores cuts in my lo-poly uv's and connects (interpolates) the corresponding uv's on the hi-poly object, although those should be cut. this way every place where uv's are cut will have wrong, waving textures. how can i get it to behave? i suspect connectivity sop is for me but no idea right now. thanks in advance. Quote Link to comment Share on other sites More sharing options...
edward Posted September 4, 2009 Share Posted September 4, 2009 I noticed a recent fix in that area. You might want to try the latest daily build to see if it behaves better. Quote Link to comment Share on other sites More sharing options...
villain Posted September 4, 2009 Share Posted September 4, 2009 I noticed a recent fix in that area. You might want to try the latest daily build to see if it behaves better. thanks for the idea. i tried this with build388 (winxp) today and it is even worse than 324. uv cuts also ignored, additionally uv's aren't transferred correctly (it looks like "wrap around mode" or whatever). what could be wrong? really a bug? i suspect (at least for build 324) it just simply ignores the cuts, for which i may come up with a workaround, something like handling UV islands one by one? UVtest_v003.hipnc Quote Link to comment Share on other sites More sharing options...
edward Posted September 5, 2009 Share Posted September 5, 2009 Not sure then, sometimes it could just be your settings as well. Sorry, no time to look at your .hip file, maybe someone else will. Quote Link to comment Share on other sites More sharing options...
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