Hello.
I'm wondering if anyone has figured out of some relatively simple way of reducing cylinder sides within Max? Specifically after the mesh has already been modelled and unwrapped, for things like LODs. Reducing by half is often too much of a reduction, and taking sides out one by one can mess with UVs and such if you then re-position the edges to make it a smooth cylinder again.
This is something I come across very often, any insight or ideas is much appreciated.
Replies
Imagine a case where you need to remove just a few edges, but that means you have to adjust the UVs and re-regularise the cylinder which can be time consuming.
LOD0 is 14 sides each.
If anyone has any better methods, please do still share.
I'm not sure what you mean by the 1-sided part though?
In general I found Blender is better working with "preserve UV" option than Max. In Blender It's "correct UVs" checkboxes. Wth edge sliding (double G hit) for example and many other mesh editing tools . You could slide UV seam edge there while MAx still does UV artifacts sometimes. Same with edge chamfer. etc. Even Blender "Decimate" modifier with UVs button on sometimes works better than Max Multi-res one.
As a last resort you could project UVs back from lod1 to lod2, lod3 etc. with projection modifier The feature first appeared in MAx actually , decade ago, and only few years later in Maya as "attribute transfer" . Blender also has it but it's still unreliable there.
I do notice the ugly distortions of the preserve UVs in Max, but it seems like I can combat these by adding new edges, moving them where I want and removing the old ones. Pretty tedious, but results are acceptable.