headus 3D tools headus 3D tools / 3D scans
Support Forums
 
 FAQFAQ   SearchSearch    UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 
headus 3D scans

Newbie question: Poly Limit

 
Post new topic   Reply to topic
View previous topic :: View next topic  
Author Message
Katie



Posts: 2
Joined: 27 Apr 2012
Location: San Jose, California

PostPosted: Fri Apr 27, 2012 10:40 am    Post subject: Newbie question: Poly Limit Reply with quote

Hello, I just downloaded the professional tryout version of Headus, and I was trying to export a intricately sculpted fish obj from Mudbox. The poly count is about 420 thousand, the mesh looked super dense in Headus and is lagging quite a bit. Is my poly count too high? To cut down polys I could export it to Maya and trim the unnecessary part while preserving the details, I'd just like to know what poly limit should I be aiming at. Thanks.
Back to top
View user's profile Send private message
headus
Site Admin


Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Fri Apr 27, 2012 5:56 pm    Post subject: Reply with quote

Yes, sorry, 420k is well over the limit. Not that there's a hard limit as such, its just that things will run very slowly as you go higher and higher. Typically you do the UVs *before* subdividing in mudbox though.

I found this ...

http://www.gameartisans.org/forums/showthread.php?t=14887

... which suggest you probably can still load the lo-rez mesh into UVLayout, create the UVs, then copy those over to your already sculpted hi-rez mesh.

Phil
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Katie



Posts: 2
Joined: 27 Apr 2012
Location: San Jose, California

PostPosted: Sat Apr 28, 2012 8:58 am    Post subject: Reply with quote

Wow thanks phil, you attend to every question on here it's amazing. I'm gonna try exporting my base mesh out, I didn't know I'm supposed to UV map first before I sculpted away, now I know.
Back to top
View user's profile Send private message
oesponda



Posts: 52
Joined: 24 Mar 2011

PostPosted: Tue Jun 12, 2012 5:25 pm    Post subject: Reply with quote

Sorry for bringing this one back to life, but for a project Im working on, I have some very dense meshes which already have uvs, but I need UV layout's awesome packing tools. The problem is that im not able to load the meshes, UV Layout throws an error (see attached images).

I dont want to cut or weld, only repack the shells (using the "Fit To Sqr" option). Also please notice that I don't have to the low res versions of these objects, so there's no such thing as "base resolution" this time (I know, I know.... is not a good idea, but that's what Ive got)

Is there a workaround for this? Or any idea to make it work?



Thanks in advance,

Orlando.
Back to top
View user's profile Send private message
headus
Site Admin


Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Tue Jun 12, 2012 5:45 pm    Post subject: Reply with quote

"only repack the shells (using the "Fit To Sqr" option)."

So would I be correct in thinking then that you want each shell to stay in the current tile during packing? If yes, then you could split your mesh up into smaller pieces so that you're only loading one tile at a time into UVLayout for processing.

The only other alternative would be to load UVLayout onto a 64bit Linux system ... there's a 64bit Linux installer on the uvlayout.com Support Extras page. It all might run really slowly still, but on the 64bit system you wont hit the memory limits that the 32bit systems have. And no, sorry, there's no 64bit Windows installer available at the moment.

Phil
Back to top
View user's profile Send private message Send e-mail Visit poster's website
oesponda



Posts: 52
Joined: 24 Mar 2011

PostPosted: Tue Jun 12, 2012 9:53 pm    Post subject: Reply with quote

Thanks for your answer Phil,

Unfortunately I cant split the mesh (Im not allowed to do it), but the linux version sounds like it's worth a try. Last time I checked you could use only network license on linux because there were no drivers for the dongle (or something like that)... So one more question: Is it possible to use a dongle in linux?

Too bad there is no 64 bits version for Windows, but i can perfectly understand it: this is the first time Im in the need of it because of memory limits.

Regards,
Orlando.
Back to top
View user's profile Send private message
headus
Site Admin


Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Tue Jun 12, 2012 9:58 pm    Post subject: Reply with quote

"Is it possible to use a dongle in linux?"

Yep, your dongles should work now with the 64bit Linux builds.

Phil
Back to top
View user's profile Send private message Send e-mail Visit poster's website
GeoffRiley



Posts: 72
Joined: 21 Feb 2007
Location: Cheshire, England

PostPosted: Wed Jun 27, 2012 4:14 am    Post subject: Reply with quote

headus wrote:
Yep, your dongles should work now with the 64bit Linux builds.

Oh Phil! I must have missed that announcement - I've been faffing around keeping a Windoze machine running to keep the dongle happy... I'll try the Linux version again now. Very Happy Very Happy Very Happy

I'm really glad I popped in here today now!

Geoff
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic All times are GMT - 8 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You cannot download files in this forum


Powered by phpBB © 2001, 2005 phpBB Group