Member Klane Posted September 23, 2010 Member Report Share Posted September 23, 2010 In Microvertex paint, can you subdivide selected polygons? It looks as if this should be easily done, but I can't find the option. Thanks. Klane Quote Link to comment Share on other sites More sharing options...
Psmith Posted September 23, 2010 Report Share Posted September 23, 2010 Klane: You'd have to perform the subdivide in the Retopo Room using the "Subdivide" tool on selected polygons. Greg Smith Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted September 23, 2010 Report Share Posted September 23, 2010 That's assuming it was retopologized in the first place. I don't think I know of any way to do it in the painting room. You can go to Edit > Mesh & Texture resolution, but that will only make it look smoother or rougher, not actually change the poly count. (You can tell by hitting 4 for Wireframe mode) Quote Link to comment Share on other sites More sharing options...
Member Klane Posted September 24, 2010 Author Member Report Share Posted September 24, 2010 I see ... thank you both. Yeah, I ended up subdividing the area I needed more detail in, in Lightwave. I know I am probably doing things a little ass backwards and should be using the retopo tools, but I don't know how to get a pre-existing UV onto a retopo object. I went through all the retopo video's but don't remember seeing anything about transferring a UV. Any suggestions? Thanks again. Klnae Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted September 24, 2010 Report Share Posted September 24, 2010 Well do you already have a low or medium poly object? Like one you made in LightWave for example? If that's the case and you just want to texture it, there probably is no reason to retopo. Quote Link to comment Share on other sites More sharing options...
Member Klane Posted September 25, 2010 Author Member Report Share Posted September 25, 2010 Hi, Your rite, I have a mesh that's working but I still need to sculpt a bit too. The ability to uprez or downrez an area within 3dc would be great. As it is, I'm uprezzing the parts I need more fidelity in from LW. It works, but bouncing back and forth between lw and 3dc is a bit of a hassle. What I'm doing is adding detail to a pre-existing terrain that's based off a real world elevation map and a hi-def photo. I need to be able to see the image part of the terrain while I sculpt, paint or displace. What I was hoping I could do was select the spots I wanted to add detail to, and add subdivisions to those specific areas within 3dc. At the same time, the idea of doing a retopo is really appealing to, because of the control over the mesh it gives you. But that approach wont work for me if I lose my pre-existing UV to paint and sculpt on top of. The same is true with converting to a voxel or importing for ptex. I need to retain that original image map and as yet I haven't seen any way to keep the UV in either ptex or voxel mode. I'm starting to get some results I really like though. Just cant help but wonder if I'm coming at this from the best angle. Quote Link to comment Share on other sites More sharing options...
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