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sublimationman
05-01-2013, 09:13 PM
I am getting many models in STL format. I want to edit them in Lightwave and I can convert them to 3DS pretty easy. My problem is once converted they look a mess (see attached) and I got to thinking maybe someone knows an easy or automated way to clean them up.

Basically I want to get rid of all the excess polys and not have the wire frame look like a spider web.

Any ideas?

nickdigital
05-01-2013, 09:21 PM
Those look like tripled polygons which isn't a bad thing. It'll insure that it renders right.

If you really wanna clean it up you could try the merge trigons tool or the mesh polygon tool.

sublimationman
05-02-2013, 01:19 AM
Yea I often need to change the geometry, add and remove holes and it's just messy with tri's. These are fro 3D printing so not going to render them anyway.

I'll give your suggestions a try.

erikals
05-02-2013, 01:24 AM
cleanup methods i use >
http://www.youtube.com/watch?v=htI3-W9Gl5A
http://www.youtube.com/watch?v=tCMpNKnv-hU

jboudreau
05-02-2013, 02:37 AM
I am getting many models in STL format. I want to edit them in Lightwave and I can convert them to 3DS pretty easy. My problem is once converted they look a mess (see attached) and I got to thinking maybe someone knows an easy or automated way to clean them up.

Basically I want to get rid of all the excess polys and not have the wire frame look like a spider web.

Any ideas?

Hi

What I have always used is Reduce Polys. It's under the construct tab.

My settings are

Polygon reduction 0.2
Colinear Point Removal - Med
Delete Points (Check marked)

which I think are the default settings

Hope this helps

Thanks,
Jason

jwiede
05-02-2013, 03:16 AM
I am getting many models in STL format. I want to edit them in Lightwave and I can convert them to 3DS pretty easy. My problem is once converted they look a mess (see attached) and I got to thinking maybe someone knows an easy or automated way to clean them up.

Basically I want to get rid of all the excess polys and not have the wire frame look like a spider web.

Any ideas?
This is essentially the point of the CAD loaders (and internal primitive CAD plugin support) in modo, precisely because automated export typically produces such dense/messy results. Unfortunately, once the data is in polygon form you've lost most of the context needed to do much in the way of effective automated cleaning and reduction. You can try the usual merging, weld-avg'ing, etc. but realistically it's just a tough problem space and there aren't great solutions other than manually cleaning the geometry by hand.

This, incidentally, is also one of the features that makes Groboto so interesting: Groboto is essentially a CSG-/CAD-type environment, yet its export features are capable of producing quite clean geometry. It can do so because it hangs onto internal metadata about the CSG representations, and thus has the info needed to make smart decisions about boundary edge handling, etc. when converting into a polygonal representation. It can identify which edges are "important" region edges, thus meriting detail and density, and which are just "mid-surface" areas where density should be minimized.

Sorry, wish I had better answers. There's a C4D plugin called Rhino.IO which serves a similar function as modo's CAD loaders, but I've not seen whether the resulting polygon geometry is generally cleaner than the "stock" export / format conversion options available. You might also want to try different CAD export formats to see which results in the "cleanest" resultant polygonal geometry at import.

prometheus
05-03-2013, 04:12 AM
You might want to take a look at modo and cad loaders, expensive maybe..but if job work requires it maybe itīs a way to go, it has a tesselation enginve to convert and clean geometry to quads.

http://www.youtube.com/watch?v=RFYDrkUjcW0

3dWannabe
07-07-2013, 12:06 PM
I'm curious about the 'best' way also?

I saw Ultimate Unwrap3d used for poly reduction here:

http://www.youtube.com/watch?v=VySo80N0Q7E

zBrush's ZRemesher looks very very cool!

http://www.youtube.com/watch?feature=player_embedded&v=CVoFi2mnyhA

And I need to get back to 3DCoat, as I expect and hope it has something similar to zBrush's ZRemesher by now in v4?

Amurrell
07-08-2013, 08:30 PM
MoI does a good job of exporting fairly clean meshes as well.

Waves of light
07-09-2013, 04:28 PM
And I need to get back to 3DCoat, as I expect and hope it has something similar to zBrush's ZRemesher by now in v4?

It has Autopo (auto retopology). It's was introduced in the V3-V4 BETA builds, way before ZRemesher came out. Works very well too.