Subdivision Reversion

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Old 04 April 2011   #1
Subdivision Reversion



Subdivision Reversion will recreate the subdivision levels of an already subdivided mesh with 100% precision. It works with only 3ds Max 2011 and 3ds max 2012 (x86 and x64).

Here are some of the benefits you get:

•If a 3d model you buy online has it’s modifier stack collapsed it is almost useless, you can’t edit, unwrap, rig it, but with Subdivision Reversion you can reconstruct the first subdivision level and then do all the above.

•If in your production pipeline you need at some point to collapse the model with Subdivision Reversion you can get the subdivisions back later

•When you apply a turbosmooth modifier to a reconstructed subdivision level you will get exactly the same mesh as the original


Get it from here http://subdivisionreversion.zzl.org/
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Old 04 April 2011   #2
Really nice!

How does the retopology work on meshes where topological principals were not strictly followed?
 
Old 05 May 2011   #3
Reverse subdivision will be so useful. But the link isn't working me
 
Old 05 May 2011   #4
@mradfo21 yes it does work if the base mesh contained tris and ngons.
@TeZzy strange, the site works for me
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Old 05 May 2011   #5
I always wondered why programs didn't have this option. Always seemed to me that the math should be doable.
 
Old 05 May 2011   #6
good job, I discover that tool in zbrush for first time and I absolutely love it! Have it in Max is a good addition, now Maya!

Thanks!
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Old 05 May 2011   #7
Quite useful
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Old 05 May 2011   #8
Turbosmooth required?

Does this work on meshes that have not been subdivided using Turbosmooth/Meshsmooth, etc.? Essentially, is a modifier hierarchy required at any point during the creation of the mesh for this to work properly? For instance, if you've imported a hi-res mesh out of zBrush or Mudbox. Will this optimize those meshes down as well?

Thanks!
 
Old 05 May 2011   #9
Originally Posted by krains: Does this work on meshes that have not been subdivided using Turbosmooth/Meshsmooth, etc.? Essentially, is a modifier hierarchy required at any point during the creation of the mesh for this to work properly? For instance, if you've imported a hi-res mesh out of zBrush or Mudbox. Will this optimize those meshes down as well?

Thanks!

yes it works on meshes that come from zbrush or mudbox
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Old 05 May 2011   #10
Impressive, good work! : )
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Old 05 May 2011   #11
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