QUOTE(Joojaa @ 09/04/05, 01:44 PM)
What are you trying to achieve here? In general this si a workflow thats totaly doomed form start. How heavy is the startmesh?
I am trying to achieve a conversion, from poly to nurbs, so that I can texture a model with using cyl and planar mapping. I have the models from Solidworks, which is where I work. But not just from solidworks, also VIZ and MAX....these are models I use from a parts manufacturer. I am a very experience Maya user, so patching and edge looping are no problem for me. I have gotten the base poly mesh down to a suitable size (from 6000 polys to about 1600)....Now the reduced poly is really perfect (Quads) and looks great after converting to subd's, but the subd surface has areas that are extremely heavy, so converting from the subd to the nurbs surface is the problem. The conversion doesn't have an option to reduce the surface topology. The patches are either too heavy (like 8-16 isopars per patch), or too little...simply a 4 sided patch. I can rebuild surfaces, but it is quite timely and i would have to attach hundreds of surfaces (problem).
If Alias included the SubD to Nurbs conversion option, then what is the point of that?...ask them, I guess. Yes I need it for this exact purpose. I have needed it since Maya 2.0 came out. This is the first time I have used it and am excited it exists. I would just like to see the same surface topology that I get with my original Polygon model. I am just not sure of the steps to take, and it sounds that no one else has an explanation for it either, but yet it exists in Maya 7.
Here is a test for you ...Create a standard Poly Sphere, Convert it to SubD's, then convert it to Nurbs. Look at how the topology looks after that. Try and make it similiar to the way a standard Nurbs Sphere would look. Good luck with that. This is my problem. I just want a simple surface poly converted to a simple surface Nurb. Not too much to ask for I think, but yet very hard to achieve.
you must undertsand that theres absolutely NO fitting involved in polygon to subd conversion, so if the start surface was relatively smooth to start with youd probably survive very well after deleting every so and so edgeloop. IN genaral models designed for subdivs and thereby subiv to nurbs conversion too realy should be designed that in mind (that is you cant jsut take any highpolymesh and make it subdiv and expect everything to be spiffy). [SIZE=1]
I do understand that a simple poly sphere or cube converted to a subD, is quite different in look that the original mesh, which shouldn't be.
There are apps that can do this fitting sanely but they are expensive (maya is actualy cheaper than most of theese theese apps), and hard to use. whats your buget... you can get cyslice from headus for about 4000$, and results offcourse it all depends realy much on what your data is like.[SIZE=1]
4000 buck eh? Hmm.....I ...uh....doh!
you can offcourse do all of this in maya with a few gours of manual deletion of loops and mooving verts as you like them... or build the pach model manualy an dfit it manualy.[SIZE=1]
Manual.....yes, I could build my original polys manually, but I am trying to save some time here.
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