Jump to content

Poly reduce with uvs applied


kubabuk

Recommended Posts

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

Link to comment
Share on other sites

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...

Link to comment
Share on other sites

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 by kubabuk
Link to comment
Share on other sites

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 by SYmek
Link to comment
Share on other sites

  • 1 year later...

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.

Link to comment
Share on other sites

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

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...