Hi all!
In a few occasions lately I ve been in the need of going back to a subdiv mesh and manually remove the edges generated by subdivision, in order to get the base cage back.
It's not a very hard thing to do really - just a matter of selecting every other edge loops, and removing them. The result is pretty much what 'reconstruct subdiv' does in Zbrush.
I know that in theory one should always keep the base mesh somewhere, but even when being very careful there is always a time when this comes up. Basically, manually selecting things like here :
My question is, do you guys know of some maxscript doing just that : user selects an edgeloop, and the script selects every other parallel edge loop from there ? It would be even better if one could select 2 edges forming an L branch somewhere on a mesh, and get all the subdivision-generated edges from that. But thats just icing on the cake !
Ideas?
As usual, this is a valid question for Max, Maya or any other app...
Replies
*Head explodes*
So awesome. Thanks Sync!
SyncViewS' script works perfectly though. So simple, too!
I might look into doing this script for Maya too, I needed it recently. Reconstruct Subdiv for any mesh!
MoP: Do it! Every program should have something like this
Try this : apply the meshsmooth alright. unselect all the edges. Close Max. Open Max. Open your scene. Go to edge mode. Huh what do you do now ?
Mop : Pers technique can be used to make tire treads, bumpy stuff on gun handles and so on. Once you got that selection of edges bases on the original cage flow you can make very cool stuff by just moving it along the normals.
Or more likely someone else models it
I'll add a progress bar since it gets a bit slow on larger meshes, then release it tomorrow after more testing. Should be pretty handy!
Ideally I'd like to do a proper "reconstruct subdiv" like ZBrush has but I'm not entirely sure where to start. I guess you have to start by dividing the total number of polys in the mesh by 4 to check that it's actually been subdivided at all?
And about the original post : I really mean on a collapsed mesh, of course it's not a problem at all when the source cage is still available ... that's why your 'tadaaaa here's how to do it' post made me laugh. It's cool tho, had a long day!