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[Closed] Retopology from the UV mesh

ok… ok… yes. my triangulates. well. do your way

actually… why the uv mesh should not to be triangulated? the edge visibility of source mesh based on:
#1 creation algorithm
#2 flatness of surrounded faces
in general case the uv might not match any of these conditions. so the not-triangulating the mesh is an subjective action as well as the triangulating.

Well, your way looks in fact pretty similar to some approach I posted here a while back, in which I removed the vertex position for optimization purposes.

So, as you can see, I had already evaluated that possibility but decided to not keep using it for the very same reasons I mentioned earlier, triangulation and shifted uvw.

It doesn’t mean it can’t be used, it is just that for this script I consider that the uvw topology is something that needs to be preserved. At least that is what I would expect from a script like this.

Also in the test I forgot to remove the delete and gc() lines from my function, which would make it run around 10-20% faster.

Overall, we are comparing the performance of two functions that leads to different results.

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