Just wondering if anyone has figured out how to calculate the vert count in Maya so it will match with Unreal. After importing almost any mesh into Unreal the vert count grows significantly, I'm assuming this is because of UV splits and hard edges, but I'm wonder if anyone knows how to predict this in Maya, and if any knows exactly why the vert count grows in Unreal.
The UV number should be closer than the vertices number. If your hard edges are the same as your UV border edges, then, UV number in maya should match verts number in Unreal.
I think a script for this would need to get number of verts, +1 for each vertex on a hard edge that isn't a border, then +1 for each uv seam that isn't also on a hard edge or a mesh border.
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I made a sphere in maya then I typed these while the sphere is selected:
"polyEvaluate -v" resulted in 382
"polyEvaluate -uv" resulted in 439
reference: http://download.autodesk.com/us/maya/2008help/Commands/polyEvaluate.html#flagarea
Yes it's from 2008, but the 2011 python documentation doesn't include the "-" which gives errors.
Otherwise, export your model from maya, load it in 3ds max and use UberVertCount.
<b>uvEdgePairs</b>(<b>uep</b>) would be handy here at least. (how do i escape this textual hell?)
I think a script for this would need to get number of verts, +1 for each vertex on a hard edge that isn't a border, then +1 for each uv seam that isn't also on a hard edge or a mesh border.