Decreasing Points after UV Map?

Quote:
I certainly could triangulate it before…I guess the problem is that I get a different face and point count before texturing the object and after texturing the object…after I texture the object the only way I can decrease face and points will have the secondary effect of removing the texture…thus that has to be done over again…

…so triangulation is a good idea, but I fear that it only tells me there is a problem after the problem already exists.

I’ll try your program out alan and see if it helps…but I hate to spend money <!– s:( –><img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad" /><!– s:( –>

Yes, you’re right, it can only show a previous problem, but if you want to export models you should think in terms of triangules.
At least before the tedious UVMapping process you should triangulate the object.
For the done works I sadly think you must redo the mapping andnbsp;:(

Bye.

Is there a way to decrease points after you have UV mapped a model that dosen’t require you to re-map it?

My model has the following statistics:
Face Count: andnbsp; 3186
Point Count: andnbsp;2073
It needs to fit within these parameters:
Face Count: andnbsp;4096
Point Count: andnbsp;2048

As you can see I’m just a tad off…but the problem is that if I try to delete anything on the model, or weld, or optimize, then I have to remap…which will take hours…is there any way to do this?

A valiant effort…but unfortunately there were no points removed by the cleaner…

Other ideas out there?

The Object Cleaner script may do the job.

Richard

If you weld some points together and then run the Object Cleaner script you should see a reduction.

Richard

The problem I have there is that if I weld, then the image is unmapped…I’m thinking there is no way to do this…

Mmmh, in future, to see the exact amount of the faces exported, try to Triangulate the object.

Bye.

OK…well I’ve at least figured out the problem…

When I make the model it is all right as far as points go.
I can then export it to md2 and still be ok.
However if I do a lot of UV Mapping, and then try to export it, the number of points skyrockets when I export (but not in the 3dc version, just the md2 version).
I have no idea why this is, but that is definately where I’m running into trouble. andnbsp;

I suppose the real problem I have here is my ability, or lack thereof, of UVMapping. andnbsp;I’m manually selecting a lot of the surfaces I want mapped. andnbsp;It seems that for whatever reason, 3dc then increases the points and faces when it exports…whereas if I do less mapping, 3dc will export it within the range I need…

Still don’t know why, but at least I know the problem so maybe I can work around it…next time…

I certainly could triangulate it before…I guess the problem is that I get a different face and point count before texturing the object and after texturing the object…after I texture the object the only way I can decrease face and points will have the secondary effect of removing the texture…thus that has to be done over again…

…so triangulation is a good idea, but I fear that it only tells me there is a problem after the problem already exists.

I’ll try your program out alan and see if it helps…but I hate to spend money <!– s:( –><img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad" /><!– s:( –>

I don’t know how to do this in 3dc (I don’t know enough about uv maps) but have a look at [img:10hxzlg7]http&#58;//www&#46;mootools&#46;com[/img:10hxzlg7]
<!– m –><a class="postlink" href="http://www.mootools.com">http://www.mootools.com</a>&lt;!– m –>
– thay do a 3dbrowser with a andquot;polygon cruncherandquot; @ $29(us) – this [u:10hxzlg7]might[/u:10hxzlg7] do what you are after… (I don’t know if will remove the uv map but there is a 30 day trial period….)

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