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Tessellate Poly
show user profile  topofsteel
I have a large mesh i'm bringing in from another application, it's one gigantic ngon. I am trying to tessellate it based in the edges, for example what i would get if I started with a spline. But I cannot even get the regular tessellate to work. I am conforming it down onto a surface. Where the surface bulges it comes through the conform because I only have vertices on the edges. I would like to be able to outline the edges to create additional edges in the interior running the length of it. I also need to unwrap this. Suggestions? Thanks.


read 314 times
5/11/2015 12:03:27 PM (last edit: 5/11/2015 12:03:27 PM)
show user profile  LionDebt
Max abhors an n-gon.

If i were you:

1) Connect an edge down the middle of the road.
2) Select that edge and create a spline from it.
3) Outline that spline to your desired road "width".
4) Use the turn to poly modifier on it.

Should leave you with a nice quad mesh road structure, which will be much more appreciative of a tesselate modifier on it's stack.

edit: Treat the oxbow sections (where they peel off from the main road) as a separate spline object.
Once you've used the turn to poly modifier on them, you should be able to easily attach & weld them to the main section.
Ideally, without losing too much of the original spline constructed shape.
read 307 times
5/11/2015 12:10:19 PM (last edit: 5/11/2015 12:14:35 PM)
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