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View Full Version : Subdivision Oddity


Shuggster
03-13-2009, 12:26 PM
Hi, I'm currently working on two meshes that I've sculpted from the mud base mesh head, and intend to have one mesh morph into the other in my 3d package.

They both have 256256 polys each but on the next subdivision they diverge in polycount so morphing from one mesh to the other wont be possible, one has a count of 512518 and the other 512514, this seems wrong/odd to me as I'd thought they both should have 512512 polys each. Does anyone else have any experience with this issue? Cheers.

Darkghosty
03-13-2009, 01:22 PM
that is kind of odd, I would have thought the same thing as you. hmm interested to see what others say on this.

irobert
03-13-2009, 07:41 PM
Try extracting separate displacement maps on both heads at the highest poly you can, export both heads at their blendable level (256256?), create a new default head in a new scene, divide it to the point where the base head will blend with the two 256256 poly heads, import each of the heads in as a layer, turn them on one at a time, apply each displacement map accordingly and continue sculpting.

I think somewhere somehow you or an application have messed up the vert order, either on the import or export in mudbox or your other 3d program. Sometimes polygons that are exactly on top of one another will get welded together changing your polycount and dealing with a high poly mesh, this can be very likely.

Wayne
03-13-2009, 09:09 PM
I have seen exporters for OBJs in a fair few appsscrew up from time to time and add tris that are not there..merge verts etc... Its rare but it does happen.

Wayne...

RobinB
03-14-2009, 01:43 PM
I think that Wayne's got it. I suspect you've ended up with some very tiny polys on the model after the subdivision and the .obj importer has welded/ merged some of the verts together. See if there's any options for welding/ merging on import and if there is, turn off the setting.

Shuggster
03-15-2009, 02:21 PM
Well I guess that could be it, although its odd how the polycounts tally both in max and in mudbox, I've played around with the .obj export options without success, thanks for the suggestions though guys.