I asked this in the Max plugin thread. But this might be more general and/or lost to someone who might otherwise see it if posted as own thread.
I have to take some medium high rez meshes. 10000-20000 tris and Convert into low poly models. They were initially created with Nurbs in sections. So its not one complete mesh, and Nurbs triangulates if you set no other options. The person I am getting these from has lost his nurb files and can only give me this triangulated mess.
I attempted using one of the max scripts that hides the longest edge to attempt to create polygons as so I can have a hell of an easier time working with edge loops and cleaner uv layout. Unfortunately, the way nurbs or at least these have been converted, the longest edge is not always the longest. Hell, even one of the submeshes is more than one object because nurbs split the portions versus making a continuous mesh. The picture below is one mesh with the subobject selected/converted. I realize that doesn't look bad. But thats that one subobject in that one mesh and there are about 20 different meshes in the scene.
Is there another tool or triangle to edge plugin that works differently or methodology I should attempt? Most of these tools I think assume these were polygon models before. This is not the case.
Replies
Check it out here:
http://www.scriptspot.com/3ds-max/quadrangulate
That way you can check if the selection of the 'to be removed edges' is ok and make some tweaks, once the selection is final then hit ctrl+backspace to clear the selected edges and cleaning up the poly.
thanks for the link.
here is my attempt at finding quad diagonals. It's very far from perfection and absolutely not optimized, but I hope it helps anyway. Just select a bunch of faces and press "Select!", it tries to find and select diagonal edges on most squared tri-couples. If no faces are selected, it works on the whole Editable Poly.
Might be easier to just rebuild some of your geometry. Try selecting crossections (edges), separating them from the mesh, and then bridging them together through edit poly or loft.