Hi Res Mesh Conundrum

Long story behind this ... but I'd just sound stupid :)   so....

I have a G2F mesh saved as an obj in the default daz pose.  (Exported it to actually custom morph a clothing item)   After loosing a hard drive ... with that figure on it ... I've found some meshes that I'd like to recover BUT ... they're all high resolution. 

Since there is no multi-resuloution morph support in DAZ .. what is the best way (or any way) to get this shape/mesh back onto a G2F figure?

Comments

  • It depends; one of the free modeling programs might be able to reduce the poly count enough that you could bring it back in via morph loader.

  • It will be impossible I would think to reduce the polygon count without breaking the geometry so it no longer is morph compatible.

  • It can be be done.

    First you would have to un-subdivide the mesh back to to it's original polygon count. That is the easy part. 

    The problem is the vertex order will be changed so DS won't accept it as a morph. However, if the uv's haven't been changed they can be used to identify the vertices and transfer the data to your mesh.

    I know Maya can do this with their transfer attributes. There is a script for Blender called "Copy Vertex Order By UVs" that is intended to do the same thing but I don't know if it works.

  • mjc1016mjc1016 Posts: 15,001
    Mechaven said:

    It can be be done.

    First you would have to un-subdivide the mesh back to to it's original polygon count. That is the easy part. 

    It may sound easy, but unless I do it in the program that originally subdivided it in the first place, I seldom end up with anything useful...

    Mechaven said:
    There is a script for Blender called "Copy Vertex Order By UVs" that is intended to do the same thing but I don't know if it works.

    I've tried it and it seems to work...

  • mjc1016 said:
    Mechaven said:

    It may sound easy, but unless I do it in the program that originally subdivided it in the first place, I seldom end up with anything useful...

    Yeah, I guess I worded that badly. If the un-subdivide doesn't work properly there may be another way to get back to the original. If the script for Blender works, then I think it could all be done in Blender in a few additional steps. I may have to give it a try, and if it works I could let you know.

  • mjc1016mjc1016 Posts: 15,001

    It may work better since Blender now has OpenSubDiv support...I haven't tried it in a while.

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