12-24-2016 05:29 AM
12-24-2016 08:08 AM
12-24-2016 02:02 PM
12-24-2016 02:03 PM
12-27-2016 04:29 AM
Thank you for your help I will show you now difference between Oculus Medium, MeshLab and how my simple Oculus Medium Object looks after import it to Unity:
1. Oculus Medium:
2. MeshLab (before any change):
3. MeshLab (with changes)
1. Open MeshLab
2. File -> Import Mesh (your copied obj)
3. Filters -> Texture -> Parametrization: Trivial Per-Triangle
4. Increase texture dimension in Parametrization: Trivial Per-Triangle from 1024 to 2048 (will vary) and hit apply.
5. Filters -> Texture -> Transfer Vertex Attributes to Texture (between 2 meshes)
6. Change texture width and texture height in Transfer Vertex Attributes to Texture from 1024 to 2048, and tick Assign Texture and hit apply.
7. File -> Export Mesh As and resave as an obj file):
4. Unity:
And as you can see it looks bad and there is 32 mesh parts
I would like to receive same image or very close as it is in MeshLab (before applied changes) and I would like to reduce mesh parts to minimum (if possible just 1)
Can you help me here?
Regards12-27-2016 04:54 AM
Thank you for your help I will show you now difference between Oculus Medium, MeshLab and how my simple Oculus Medium Object looks after import it to Unity:
1. Oculus Medium:
2. MeshLab (before any change):
3. MeshLab (with changes)
1. Open MeshLab
2. File -> Import Mesh (your copied obj)
3. Filters -> Texture -> Parametrization: Trivial Per-Triangle
4. Increase texture dimension in Parametrization: Trivial Per-Triangle from 1024 to 2048 (will vary) and hit apply.
5. Filters -> Texture -> Transfer Vertex Attributes to Texture (between 2 meshes)
6. Change texture width and texture height in Transfer Vertex Attributes to Texture from 1024 to 2048, and tick Assign Texture and hit apply.
7. File -> Export Mesh As and resave as an obj file):
4. Unity:
And as you can see it looks bad and there is 32 mesh parts
I would like to receive same image or very close as it is in MeshLab (before applied changes) and I would like to reduce mesh parts to minimum (if possible just 1)
Can you help me here?
Regards
12-29-2016 02:25 AM
12-31-2016 10:27 AM
12-31-2016 10:47 AM
I'm not familiar with Meshlab but the tools are all similar. In 3dsmax I would combine the parts using Boolean subtraction so there are no intersecting parts where the meshes come together. Yours looks like it is made up of several rectangle primitaves that are moved into overlapping positions to create model. You don't want interecting pieces because it's a waste of resources when it comes to rendering because it is calculating parts of the mesh that wouldn't even be seen. These are practices used from over a decade ago when MHZ was the defining factor of speed on computers as opposed to multi cores. I'm not sure if it's still as important, but I would imagine it is since it directly would effect performance4. Unity:And as you can see it looks bad and there is 32 mesh parts
I would like to receive same image or very close as it is in MeshLab (before applied changes) and I would like to reduce mesh parts to minimum (if possible just 1)
Can you help me here?
Regards
01-04-2017 05:01 PM