Hey guy,
I am working on a project that uses a voxel like style. Currently using Qubicle.
Now the app exports every qube as a seperate cube, which off course makes sense for a voxel app. However exporting to .obj gives the option to remove the insides of a mesh, remove lamina faces and what not. That's nice.
However it still exports every "cube" as a plane on a mesh. (check attachment)
So I was wondering whether it is possible in Maya to optimize meshes based on angles..
I tried playing around with the "reduce" tool but wasnt able to get satisfying results.
If anyone knows how to do this in Maya, or knows a script that can do this. Please share.
=]
Thank you.
Replies
I use 25 percent because its easier just to click it a bunch of times instead of over doing it if you set it to high.
It has a tickbox for mesh borders as well. Doesnt give me a clean result like yours though.
polySoftEdge -angle 1 -ch 1 ;
polySelectConstraint -m 3 -t 0x8000 -sm 2;
polyDelEdge -cv true;
resetPolySelectConstraint;
Cheers! =]