 |
headus 3D tools / 3D scans Support Forums
|
 |
View previous topic :: View next topic |
Author |
Message |
Holmeren
Posts: 2
Joined: 13 Apr 2008
|
Posted: Sun Apr 13, 2008 11:58 pm Post subject: Keeping Quads? |
|
|
Hey yall
We are about to invest in a UV Tool...Tada!
I have looked at Road Kill and it looks great! though..... We in our pipeline are working with Maya and Max. We need to keep our quads as long as possible for the high end sculpturing face.
RoadKill bad
I have to be sure can UVLayout handle and KEEP our quads???
Is it possible to model our characters in Maya or Max use UVLayout as a UV Tool and keep our "Quads" ?
Cheers
PS great videos, really convincing!! |
|
Back to top |
|
 |
headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
|
Posted: Mon Apr 14, 2008 12:03 am Post subject: |
|
|
"I have to be sure can UVLayout handle and KEEP our quads??? "
UVLayout preserves the topology of the input meshes, including poly count and number of sides, and poly ordering. The only caveat currently is that polys with more than 255 sides are triangulated ... quads are fine!
You can test this yourself with the Demo version available from uvlayout.com.
Phil |
|
Back to top |
|
 |
Holmeren
Posts: 2
Joined: 13 Apr 2008
|
Posted: Mon Apr 14, 2008 12:07 am Post subject: |
|
|
Lovly
Downloading.....
THANKS! |
|
Back to top |
|
 |
|
|
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
|