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[2023.3] Convert Subdiv to Polygons - Uniform - Level 0 gives wrong output

[2023.3] Convert Subdiv to Polygons - Uniform - Level 0 gives wrong output

ltmf1990
Explorer Explorer
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Message 1 of 4

[2023.3] Convert Subdiv to Polygons - Uniform - Level 0 gives wrong output

ltmf1990
Explorer
Explorer

Hello,

 

I found a problem, it's basically ruining my workflow.

 

Convert Subdiv to Polygons with Uniform tessellation method at Level 0 gives an output of Level 1. The Level 0 output is not created properly.

 

I need to bring Subdiv object into Polygons without needlessly increasing the poly count.

 

Bests,

 

E

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Message 2 of 4

Christoph_Schaedl
Mentor
Mentor

Could you show us some example images.

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https://linktr.ee/cg_oglu
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Message 3 of 4

ltmf1990
Explorer
Explorer
Accepted solution

Edit: I found an alternative workflow in the end. See end of post.

Yes. First, I create a shape using NURBS curve, Revolve surface, and a deform lattice.

1.png

 

Then, I convert NURBS to Subdiv. I'm doing a low-poly game, so this is the actual result I would like, but in polygon object. If I try to convert NURBS to Polygon directly, I won't get the shape proper. It will be messed up and the topology will not be good, which is why I prefer the intermediate step passing by Subdiv conversion.

2.png

 

So next, I try to convert Subdiv to polygon. I tried Level 0 and it gives the same result as Level 1. I think it is because we are forced to divide at least once. I do not understand why I need to divide. It seems like it should be an easy math problem for the computer to convert without adding any polygons.

3.png4.png

4.png

In the end, I can manually Alt Delete loop rings, but that's tedious. I was looking for a faster workflow.

 

If you're looking to make something similar as I, I ended up making a linear EP curve profile for my Revolve surface operation. Then, I ended up converting directly to Polygon using the Control point conversion method and I got a result that is what I need for my project finally.

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Message 4 of 4

_sebastian_f
Advisor
Advisor
Accepted solution

use vertices as tesselation method.

_sebastian_f_0-1673130430781.png

 

but be aware that it´s usually the same topology as if you output your revolve directly as polys with controle points as tesselation method. the resulting topo is in the nature of the path you chose.