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Showing results for tags 'quad'.
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Hello! I just bought it today, hoping that it works because in trial version it doesn't work. Basically what I was trying to say I'm trying to have multiples quads when dragging which is quicker than clicking at each quad. But it doesn't work for no reason. I created points for each quads and then drag the first quad across the screen by holding right click. But it's didn't work, it just gave me only one quad than giving me multiple quads. Does anyone have same problem? Any suggestions? Thank you guys
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- troubleshoot
- bug
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Hi because there is not a triangulate or normal softening option in 3DC's retopo room, i had to triangulate and smooth the mesh normals in maya. When i import the triangulated mesh to unity i get this see that dotted line? that happens to every quad that has been triangulated in maya. that edge changes it visibility at different viewing angles... it suggests there is something wrong with the geometry; Any ideas why this happens?
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- unity
- triangulate
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Hi, new meshing software for conversion of triangular mesh into quadrilateral (or quad-dominant) is available for free on www.topologica.org ArtMesh application is at the stage of beta testing now. Software uses another approach than RETOPO or similar. Resulting mesh's topology is not as good as after RETOPO but all hard edges are saved in mesh. OBJ files are used for input/output. Edges with splitted normals and edges between different groups and textures are saved after remeshing. The remesher was initially developed for engineering applications, so for some models result will be a bit unexpected. Images with input discrete geometry and resulting quad mesh are attached to the post. I am one of the developers of ArtMesh and I will try to answer any questions ... Thanks
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First seen information about this on a MoI forum: http://moi3d.com/forum/index.php?webtag=MOI&msg=7348.1 Here's the link to the discussion on Rhino forums: http://discourse.mcneel.com/t/third-party-mesher-for-rhino/18860/32
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Hi i have an i7 4610M dual proscessor with 4 virtual cores. when 3dcoat is doing non multi-threaded tasks (which are many), it only uses 25% of cpu (the equivalent to one logical core) my question: is there a way i can sortoff get rid of 2 out of my 4 logical/virtual cores so i only have 2(real cores) left. (get rid of hyper-threading or something). My aim being to get 3DC using 50% cpu rather than 25%
- 4 replies
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- multithread
- hyperthreading
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