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transforming triangles in quads

Posted By wildstar 9 Years Ago
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wildstar
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Posted 9 Years Ago
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hello guys. i having some issues trying to quadrify cc meshs inside 3d max to have a better control to custumize the mesh inside 3d max or and for use it as a base inside mudbox
when i import the triangulated base inside mudbox and export it without change the vertex number is ok . but for better control to modeling in the base (not only push and pull vertices i want more ) i want my base mesh
in quads. 
when i use quadrify function inside 3d max the polycount is reduced from 21k polys to 11k polys and this makes 3d xchange give me this ( no any customization i am only use quadrify function and send back to 3d xchange )

https://forum.reallusion.com/uploads/images/78b0c797-62b4-4d1d-9761-c1c1.jpg
Cricky
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When you Quadify a mesh, you aren't only changing the faces, you are also changing the VERTEX "positions and count" which 3dXchange uses to determine the shaping inside iClone, and therefore 3dXchange only accepts morph based mesh in it's original Tri-poly condition, regardless of edits.

In Mudbox, you can press SHIFT+D to increase the face count for easier editing, but you can't convert it to quads and use externally for iClone.  
When done shaping, return the original mesh back down to it's original size; meaning delete or lower the higher levels to their base, and it should work as a replacement modified mesh.

wildstar (10/30/2015)
hello guys. i having some issues trying to quadrify cc meshs inside 3d max to have a better control to custumize the mesh inside 3d max or and for use it as a base inside mudbox
when i import the triangulated base inside mudbox and export it without change the vertex number is ok . but for better control to modeling in the base (not only push and pull vertices i want more ) i want my base mesh
in quads. 
when i use quadrify function inside 3d max the polycount is reduced from 21k polys to 11k polys and this makes 3d xchange give me this ( no any customization i am only use quadrify function and send back to 3d xchange )

https://forum.reallusion.com/uploads/images/78b0c797-62b4-4d1d-9761-c1c1.jpg




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wildstar
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thx man i think this is correct, the problem is when i work with high poly count inside mudbox the fact of the base be triangulated the brushs dont work very well
for a simple deformation its ok but a full customization a quad base will be better. but i will try with a triangulated base thx

wildstar
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i forgot to talk this, the correspondent option in 3dmax is quadrify , so i want buy maya if want make this ?  
https://forum.reallusion.com/uploads/images/f9499a3f-4441-4154-9f63-c6d2.jpg
Cricky
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I use a one button plug-in called quandrangulate.  Regardless, you can't go to quads and replace, you have to create an all new character if you go to quads. 

wildstar (10/30/2015)
i forgot to talk this, the correspondent option in 3dmax is quadrify , so i want buy maya if want make this ?  
https://forum.reallusion.com/uploads/images/f9499a3f-4441-4154-9f63-c6d2.jpg




SKYPE ID: rc.650

http://city.reallusion.com/store/ModuleExpand.aspx?id=GS634545170497417354&mdid=18866

http://city.reallusion.com/ContentTag.aspx?tagname=Cricky&AuthorID=20081020688550191201#]Reallusion Store Content

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