lo guys.
How would you go to create quickly a triangulated topology homogeneous with the rest of the scan in term of density, in place of that big ngon ?
Actually i kinda do it manually with some tesselate and pro-optimizer. Maybe are there dedicated tools to fix 3d scans ?
Thankyous
Replies
I would probably detach that n-gon and tessellate/optimize it with protect boarders turned on then weld it back into place. Unless pro-optimize works on a selection of tris instead of the whole mess, if it does then forget about detaching it.
There might be some scripting mastermind out there that could automate that process to some degree? Given its based on triangles it would be easier to do than on quads.
In an ideal world this feature would have a sculptris style optimize brush where you can subdivide the area only under the brush, then use optimize to click from the outer area to the inner area to get them to match a little better.
humm... I guess you could use sculptris but that's a bit a long work around and probably a bit dodgy.
I might have a look at Meshlab when not in the hurry. This is just for a POC but i have to think for a full project with thousands of corrupted geometries ^^
When executed it does the following:
- Selects ngons with more than 3 sides
- meshsmooths the selected faces
- proOptmizes
- and sets everything to smoothing group1
You'll probably want to turn on the paint deform and relax some of the verts around the edges they tend to bunch up.I'm not sure how familiar you are with maxscript but you can set a lot of the properties to whatever you think works best.
To run the script you can go Main Menu > MaxScript > Run Script
Or...
Open the script in the MaxScript Editor and press ctrl-E to evaluate and run it. From the editor you can also highlight the script and drag it into the toolbar to make a button.
1. Export hole edge as a spline
2. Select the spline and apply a 'Garment Maker' modifier
3. Adjust density until the resolution fits.
4. Attach to mesh and weld at a somewhat big weld threshold.
Sadly the garment maker only works for flat surfaces.
hey thanks for your time Mark. Yeah i'm fine with basic stuff in maxscript. In fact, i don't want to modify any of the existing geometry so I might cook up something with holes as splines, the quadify modifier and a bit of watyadid.
if u want to stay in max, go with mark, i think thats the best you can do.
maybe chamfer the vertex in the middle?
+1 for this method.
http://www.youtube.com/watch?v=VV0wJGovQwM&feature=player_embedded#t=80s