For the verts, you can access whatever info you need with a bit of scripting or knowing where to look. Houdini verts Blender verts Max and Maya are similar, you just use a bit of scripting to print them out to whatever file you want.
Use whatever tool you want to create a low poly model Break the model into individual triangles UV map the entire model with zero distortion, there are ways to do this in every 3d package Pack the UVs but give yourself some space between them You can cut each triangle out of the UV map and it should have the exact surface…
PHASE 1: Write a script: Place a sphere at each vert. For each edge of the model, place a stick (extrude a circle along the edge). Chop off an amount from the end of each extruded stick so it intersects the spheres by 1 cm or 3/8 inch (this amount will have to be experimented with to find right amount). Do a boolean…
ok, so here's the basic data you have easy access to in a 3d app. You can also check all this by loading an obj file in a text editor. Vertex/Edge/Face ID: an index number assigned to each component. Vertex location: A XYZ value that defines each points location in space. Faces are constructed by listing the vertex IDs…