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Matching Unreal's vertex count in Maya?

This thread talks about it.  I would like to figure out how to calculate in Maya the number of vertices that an object will have when imported into Unreal.
https://polycount.com/discussion/191096/is-it-possible-to-show-vert-count-in-maya-the-same-way-unreal-does/p1#Form_Comment

In that thread, @throttlekitty says: "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."

I have a script that calculates the vertices on hard edges.  But I don't know how to find the second part - the uv seams that aren't on hard edges or mesh borders.  Anyone know?  

I was thinking that this might be helpful, but I'm not sure:
https://forums.cgsociety.org/t/how-to-select-all-uv-shell-border-edges/1800434/9

Thanks!

Replies

  • Neox
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    Neox godlike master sticky
    is hard edges really important?

    lets assume its a normalmap based workflow, then you place hard edges where you have UV seams, otherwise you get shading errors.

    So i guess the only info you need is the verts on UV seams?

    i mean yeah you can find both and subtract them from one another, but i guess only broken meshes would have that case of hard edges where you do not have UV seams?
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