I swear I posted this matter a couple of weeks ago, but my post seems to have disappeared.
So I have a high-res rock formation:
But when I run it through PolyCrunch, it appears that there are some serious inefficiencies around the seams:
I've tried all of the different optimization options. Any ideas or workarounds?
Inefficient geometry at seams?
-
- Posts: 2
- Joined: Fri Dec 18, 2009 8:10 pm
- Contact:
-
- Site Admin
- Posts: 282
- Joined: Thu Jul 05, 2007 11:06 am
- Contact:
Re: Inefficient geometry at seams?
Hello,
I guess you select the following optimization mode:
- Keep UV
- Freeze UV textures discontinuities
You see that the seams are red : this means that vertexes are protected because there are UV discontinuities here.
Removing some points here will cause invalid texture mapping and bad visual results.
This explain the result you have.
You might try to remove the Freeze UV textures discontinuities and look at the results.
You get better geometrical optimization, but a less interesting UV optimization.
Thanks,
Manuel
I guess you select the following optimization mode:
- Keep UV
- Freeze UV textures discontinuities
You see that the seams are red : this means that vertexes are protected because there are UV discontinuities here.
Removing some points here will cause invalid texture mapping and bad visual results.
This explain the result you have.
You might try to remove the Freeze UV textures discontinuities and look at the results.
You get better geometrical optimization, but a less interesting UV optimization.
Thanks,
Manuel
Who is online
Users browsing this forum: No registered users and 13 guests