@jacopoS I did some simple tests and got some crashes, not worried about it yet. When you say that it only works on MD output, what specifically is it looking for in a mesh? Just trying to get a feel for what I can get away with here for non-MD models.
@pasha_sevez @oglu thank you! @musashidan yes, you can export quads from MD indeed. The problem with that is the topology will come out all messy. below you can see an example of the same model I showed before exported directly from MD as quads. While sculpting in ZBrush, this kind of topology will have a tendency to show…
@jacopoS hey i tried it again with "unified" uvs (which does not quite work as i guess?) MD Export settings (i just exported that highlighted one) that is waht i get when i import it into maya, isnt that a bug of MD that the uv is not inside og 0-1 space? i tried with uv with above position, and also inside 0-1 space, but…
Ok I see the problem: the UVs are way beyound the [0-1] domain. When exporting from MD, try to switch on the option "Unified UV Coordinates". I just didn't realize that would make a big difference and forgot about specifying it in the doc. MD usually sets your UV space automatically but it's possible to specify it…
You can export quads directly from MD. Or am I missing something? This does look like it has some nice extra functionality though. Also, maybe a catchier name....... :)
I thought it may could help you sort bugs out: I tried it with the obj from @pasha_sevez and it worked the first time, and the second time, after playing around with the node values it crashed again. Restarted maya, imported the obj executed the command it crashed again. I than exported something from MD, aligned the uv to…
Happy to see this tool released! Just tried it out on a fairly simple mesh from MD and it worked flawlessly. One thing I would love is the relaxation aspect of the script to be a standalone for use with other manual retopo meshes, if that makes sense. Great job!
Amazing, can't wait to use it. Many thanks for developing this tool. In the meantime quickest way around it is to get welded fbx from MD, autogroup with uvs in Zbrush then Zeremesh with keep groups . This will give you decent topology from Zremesher and will allow to get good uvs if you will unwrap in UVmaster with…
tried it out without any luck in maya 2018 importet a simple md mesh "single unwelded thin" selected it, called console with "jQuadrangulateCloth" than this popup appears with text: "Fatal Error. Attempting to save in X:/Users/MyName/AppData/Local/Temp/MyName.20181204.1553.ma" and it crashes :/ ps: also calling…