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headus 3D scans

Keeping Quads?

 
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Holmeren



Posts: 2
Joined: 13 Apr 2008

PostPosted: Sun Apr 13, 2008 11:58 pm    Post subject: Keeping Quads? Reply with quote

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 Wink
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!!
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headus
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Posts: 2894
Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Mon Apr 14, 2008 12:03 am    Post subject: Reply with quote

"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
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Holmeren



Posts: 2
Joined: 13 Apr 2008

PostPosted: Mon Apr 14, 2008 12:07 am    Post subject: Reply with quote

Lovly Wink
Downloading.....

THANKS!
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