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mikkelen
05-13-2012, 07:30 AM
Reducing polygons & preserving UV-maps...

in Lightwave 11 modeller, a 2012 software...

How?

...qemloss3 did not work (LW9).

rikka+
05-13-2012, 07:39 AM
PLG Simplify Mesh (http://homepage2.nifty.com/nif-hp/index2_english.htm) Preserve the UV-Maps ;)

probiner
05-13-2012, 08:10 AM
Another alternative is blender 2.46 wich has a scrpt under Edit Mode> Mesh> Poly Reducer.
It perserves UV and other Vertex Maps.

Cheers

adk
05-13-2012, 05:15 PM
I don't think the native qemLoss that's part of LW11 will do that but you can try quemLoss3 ...

http://amber.rc.arizona.edu/lw/qemloss3.html

I'm pretty sure I used it with LW11 and it worked just fine :thumbsup:

GraphXs
05-13-2012, 06:36 PM
PLG Simplify Mesh (http://homepage2.nifty.com/nif-hp/index2_english.htm) Preserve the UV-Maps ;)

:thumbsup: +1 works great... u can also keep edges!

mikkelen
05-13-2012, 09:17 PM
I don't think the native qemLoss that's part of LW11 will do that but you can try quemLoss3 ...

http://amber.rc.arizona.edu/lw/qemloss3.html

I'm pretty sure I used it with LW11 and it worked just fine :thumbsup:

As I said, I did not get QemLoss3 to work... The plugin would not load in LW11.

adk
05-13-2012, 10:02 PM
As I said, I did not get QemLoss3 to work... The plugin would not load in LW11.

Works fine here in all versions of LW11 - Win32. Including latest 11.0.1
I've not tested it on x64 yet.

Philbert
05-15-2012, 01:03 AM
I've had no problem with qemLOSS 3 in LW 11.x x64. It should have no problem with any vertex map, I just tried it with a weight map and a morph and both were intact. I'm using the "e" version of it.

mikkelen
05-15-2012, 04:58 PM
Hmm, OSX LW11 would not load the plugin on my machine. Maybe some other OSX users could try?

mikkelen
05-26-2012, 04:57 AM
Anyone had luck with qemLOSS 3 in LW11 on OSX?

mikkelen
05-26-2012, 05:06 AM
I did not get PLG Simplify Mesh to work in OSX either... maybe I'm doing something wrong. I just get an error that the plugin would not load...

BeeVee
05-27-2012, 10:44 AM
It's probably because the plugins are not UB - did the filenames end with .p? If so, then those are for the older system and won't work with a modern Mac. As I understand it, none of the PLG plugins have been compiled for a modern Mac?

B

mikkelen
05-27-2012, 05:36 PM
The QemLOSS 3 is compiled for UB, last update for LW9.6...

mikkelen
05-29-2012, 03:25 AM
No one on OSX who are interested in reducing polygons?

probiner
05-29-2012, 03:37 AM
Have you tried Blender path like I posted before?

http://download.blender.org/release/Blender2.46/

3dworks
05-29-2012, 03:58 AM
mike wolf did compile a qemloss 3 version for mac osx64 LW 10+ some time ago, maybe he can jump in here and post a link for it?

Dillon
03-09-2015, 01:35 PM
Bumping this thread up - I'd like to know what software I can use to reduce polygons while preserving UV's.

Does LW 2015 do it?

Tried all the suggestions in this thread, but no go so far.

Used Autodesk 123D to create a file, it's mapped, and saved out as OBJ. Loads into LW perfectly, however it's 210,000+ polys for a simple classroom chair.

Would be nice to find a workflow to reduce these things and keep my UV.



mike wolf did compile a qemloss 3 version for mac osx64 LW 10+ some time ago, maybe he can jump in here and post a link for it?

mikkelen
03-09-2015, 01:54 PM
Seems like LW 2015 really got pretty decent physics up and running... happy about that. BUT being able to reduce polygons and preserving UVs is another must! Hope LW3DG adds this in a point update for 2015!

Dillon
03-09-2015, 02:02 PM
Seems like LW 2015 really got pretty decent physics up and running... happy about that. BUT being able to reduce polygons and preserving UVs is another must! Hope LW3DG adds this in a point update for 2015!

I *think* I saw some sort of retopology tool in LW2015. I can't find it now, my trial expired :-/

If there's a good workflow to take textured UV OBJ's and either retologize or decimate the pollys and easily recycle the UV map generated, that would be awesome, too.

I've let some of my 3D skills slip over the last few years, while waiting for these new technologies to start coming online (like easy/cheap scanning / capturing / rendering engines). Well, they're starting to come online, and I want to brush up my skill sets using todays tools.

I want to develop for game / VR experiences.

Philbert
03-09-2015, 02:20 PM
Pretty much any recent version of LW will do that with qemLOSS3. I think 3 is included now, if not you can download it for free.
http://amber.rc.arizona.edu/lw/qemloss3.html

Oh never mind you already tried it.

Dillon
03-09-2015, 02:34 PM
Pretty much any recent version of LW will do that with qemLOSS3. I think 3 is included now, if not you can download it for free.
http://amber.rc.arizona.edu/lw/qemloss3.html

Oh never mind you already tried it.

Excellent! Just downloaded, installed, and it works. Thank you!

Philbert
03-09-2015, 02:41 PM
Glad it worked. I used qemLOSS for almost all of my decimations, unless I need quads then I'll just retopo in 3D-Coat.

Dillon
03-09-2015, 02:50 PM
Yeah, after a couple of operations, I can see I'm going to have to learn how to retopologize. Damn. Nothing comes easy in 3D :-/.

I'm slowly tip toeing into game design / unreal / VR, and have been biding my time jumping in with both feet as all the tech is still evolving. So meanwhile, I figured I'd get myself re-acclamated with modeling/texturing from real world environments and learn a great workflow to create high quality / low poly count models for game engine manipulation and animation.

Exciting times we live in. I hope LW can continue to be a part of my workflow!!

Philbert
03-09-2015, 02:52 PM
Actually I'd say retopology is quite easy. Easier than modeling, just a atter of having the tools. Especially if you use 3DCs automatic retopology, that pretty much takes care of it all for you.