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Merging polygons of an object without loosing UV-s...how?
show user profile  Bruce Lee
Hi!

I created a mesh, the actual geometry is not important regarding the question, so to make it easier lets say a box. I converted the mesh to a poly, and now i have 2 polygons, namely two triangles on each side of the box. But when i convert a box made from a primitive to a poly then i have exactly one square on one side of the box, not two triangles.

I would like to know if the two triangles on a side of the box that is converted from a mesh could be merged to one square, to have the same geometry like it was converted from a box primitive. Of course i dont want to loose the UV coordinates on the sides.

Is this possible somehow?

And if its possible is there any difference between the two boxes ( i mean the mesh converted poly, that consists from triangles and the primitive converted poly, that consists from squares ) apart from the different handling I am mostly interested if there is any difference between them in the performance ( memory allocation, computational demand ) ? I am asking this because i have checked it and the two versions seem to have the same triangulation, and in this case the mesh box and a poly box converted from a mesh should be the same basically.
read 349 times
3/14/2010 5:56:44 PM (last edit: 3/14/2010 5:56:44 PM)
show user profile  advance-software
n-gons rather than triangles will be easier to work with.

Some optimizations are possible when raytracing as n-gons, so building your geometry in this way is optimal.

Max will convert everything to triangles internally for rasterizing (viewport).

Vertices are duplicated to ensure unique texture coordinates are available at each vertex where required. You shouldn't have to think about this, it should happen automatically as required.

I seem to remember some discussion of quads being the best construction primitive in max because the mesh smooth works best with them or something like that. Not my area, so I'm sure someone will jump in & correct if necessary.

read 346 times
3/14/2010 6:04:22 PM (last edit: 3/14/2010 6:42:19 PM)
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