View Full Version : Polygons rebuild
TheShaddix 11-04-2003, 02:09 AM Is there a way to rebuild a polygonal mesh? like a head? I always use rebuild when working with nurbs, but is there anything like that for polygons.?? For those who dunno what i mean: i want to make my mesh have evenly distributed edges, like equal position, somewhat like a perfect grid. IS there something like that in maya for polygons?
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wgreenlee1
11-04-2003, 02:20 AM
i dont think any program can do that can it?
you can average the verts but i think its the same...
Electrofirma
11-04-2003, 02:49 AM
No, I don't think your going to find anything like you describe.
With NURBS, CV's on rebuilt objects can be hung out in space, and tangencies set so the rebuilt shape closely resembles the original. With polys that isn't possible. The verts define the shape, and if you start dragging them around to even out the mesh, the shape goes to hell.
You can use the sculpt polygons tool, and flood smooth.
Or possibly try converting to subd, then to nurbs, rebuilding the patches, and converting the patches back to poly. This isn't really going to be an option if the original mesh isn't cleanly edgelooped, because the number of nurbs patches is ridiculous.
Either way your looking at a really whacked up mesh afterwards.
mental
11-04-2003, 03:40 AM
it is possible but the software required to do this will cost you an arm and a leg $4600 US:
Headus' Cyclice can take any topology and rebuild it into a uniform mesh of your choice
http://www.headus.com/au/cyslice/
-mental :surprised
TheShaddix
11-04-2003, 03:47 AM
screw that haha. Thats unnecessary man, maya is more than enough for everyhting u desire to create.
I come up with this question: do i move my vertices manually?
wgreenlee1
11-04-2003, 03:45 PM
I come up with this question: do i move my vertices manually?
you might try that spin quad utility from highend
i havent try it but you may only need to spin the polys to get them in topological order
it really helps in your building process to keep the polys straight in the first place
im even getting to where i automatically rebuild curves and surfaces to get everything to act rightwith nurbs
but with polys you have to plan each wave of extrudes or builds so that they lay in order as they need to be when ur done...a pain in the a** but thats modeling
maybe someday like they have"keep faces together" they will have something like "keep topoligical flow" but i think its impossible because maya would have to use the history to calculate the vertts edges and polys constantly to throw you warnings about the flow
TheShaddix
11-05-2003, 01:00 AM
THanks man. Ill work it around i guess. THis is my first modeling of a head in maya.
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