Xelent model!
Thanks for all the help with this guys!
I have successfully moved all pieces over to Maya. YYYYEEEESSS!
Iām so glad this works!
I now have a model in Maya that represents an 18.352 Million Polygon model. If that doesnāt rock I donāt know what would!
[]
No I can go to town now that I know all the technical parts!
Thanks again Pix. team!
Congrats Nick.
Great job my friend. I am glad we could help a little on this journey.
Paul
Hey Nick,
First off you have been real helpful because I seem to have run into the same issue!
One idea that I had (and iām not sure if you have tried this yet), was to:
(you know all these)
1.Have an already UVāD mesh
2.Take the lowest subd version of that mesh out for export
3.Clone parts of the HD mesh to be broken down for normal mapping.
(but then try this)
4. Export each map as a separate normal, while still occupying their original UV space.
5. Re-assemble the Normal maps within Photoshop, and apply that to the original complete non-broken UVād character.
Not sure if any of this will work, but Iām definitely going to try it cause its worth a shot. Thanks for getting the wheel turning!
Example of a āNon Sculpt HDā HD result.
Original polyshpere on 3rd divide:
Broken up into 3 polygroups with crease added to each group.
Final model cloned.
3 clones appended into a new project.
Click on single polygroup in each appended tool.
Delete the other hidden polygroups.
Rinse and Repeat for the other clones until you have 3 seperate parts of the objects that equal the original tool.
Take these 3 different tools and divide the 5 more times.
cough
It would have been wise for me to divide them with crisp turned on rather than smooth. I wouldnt have that hole there.
Add your high def details to each tool- try to avoid the edges. Then precalc
each sudtool in decimation master with āFreeze boardersā selected. Decimate the tools.
Group visible the final result- Export as obj.
Import this obj with āMrgā on and Weld set to 0.01
From 6,291,456 polys to 1,605,632. Itās only a test. Iām sure on my other rig I could have divided each part once more before decimating.
Attachments
THANKS!!!
Iām building a kilometer long starship that needs to be fully detailed and textured and able to zoom from a wide shot all the way down to human sized detail(or smaller). Iāve spent at least 35 hours working on the workflow and this was the final piece I neededā¦
So happy you all figured this out!
Hi!
Are there any solution to save the uvw of the cloned objects? Because when I cloned the HD parts theyāve lost their uvw. Must I re-uvw the whole object?
Thank you!