Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 1 09-06-2009 , 01:41 AM
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Help "Issue with Polly face count"

So I am modeling a new area that has a lot of polly faces and I need to reduce them. Well the problem is (I want them to keep there shape) so I must ask you guys, What is the best way of lowering the face count but retaining the objects shape?

Thank you very much

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# 2 09-06-2009 , 04:53 PM
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Well, the most accurate way is to do it by hand. Deleting every second, or so row. However this is very tedious and time consuming. There is the reduce action in edit mesh section, but it makes it messy. It's kind of a lose-lose situation.

In the future, it's always better to keep your geometry as low as possible, and only adding more edges when you need them.


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# 3 09-06-2009 , 06:26 PM
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you could got mesh->reduce [\]

It gives of results. I recommend you fiddle about with the settings before using it.


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# 4 09-06-2009 , 09:56 PM
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do what nextdesign said, if the reduce function doesn't give desirable results go to edge selection mode and start selecting edge loops and deleting edges
(ctrl + right click to bring up edge selection, or double click if you're in 2009 to select an edge loop, shift+right click to bring up delete edge, this will delete the edges and the associated vertex if possible)

you may end up having to insert more edges to delete some to retain the shape of your model




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# 5 10-06-2009 , 12:53 AM
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Cool, thanks guys. user added image

# 6 10-06-2009 , 12:59 AM
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Could take it into Zbrush and re-topo it! :nod:


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# 7 11-06-2009 , 09:38 PM
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Or blender, silo, or modo :p


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# 8 12-06-2009 , 05:23 PM
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Originally posted by NextDesign
Or blender, silo, or modo :p

You could, but then you wouldn't be "Cool" user added image


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