View Full Version : How to find nonstandard polygons fast?
Peter Johansson 12-01-2007, 02:39 PM Hey folks!
Anyone who knows a quick way to find trouble areas on the mesh that contains nonstandard polygons. Does'nt matter if its in Maya or in Zbrush, I just want to find the area faster than searching for it manually.
//Peter
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IvanMitkowski
12-01-2007, 05:53 PM
i have no idea, but in an ocean of squares, its pretty easy for me to spot a triangle, you just need to make sure your topology makes sense so that things like that will be easy to spot. once things get too weird and dense, you can always use zbrush3's retopologizing tool , and everythings fixed. plus, if you bring a model with a poly that has 5 or more sides, zbrush3 automatically converts it to quads which ive found very useful for those spots that are hard see (armpits and such), although with masking, hiding, polygroups, and transpose, you can pretty much easily move anything around so that places like armpits are more visible
Peter Johansson
12-01-2007, 10:59 PM
Thanks for the reply konjo!
I make, to me, a topology that makes sense, but sooner or later you will overlook an area or just make a mistake somewhere.
What im looking for is something that indicates where the problemearea is on the mesh.
Im not really a fan of something that the program fixes for me since that mostly just backfires on you. I have'nt used the retopologizing tool i Zbrush that much, is it "flawless"?
So it would be really great with a tool that indicates the problemarea with a color highlight on the closest edges/vertices, would'nt you agree? It's that sort of tool im looking for.
Thanks again for the input konjo!
//Peter
jtico
12-01-2007, 11:55 PM
Wings3d has the tool you need. Go to the menu Select -> By -> Non Quadrangle Faces -> All Non Quadrangle Faces. Maybe you'll need to export the mesh as an .obj file.
Cheers
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