So we have this issue at work with the OBJ that decimation master produces. It’s been awesome so far as in preserving detail, and bring down really high res models into low ones. The problem is that when we bring the decimated models into Maya, we encounter issues with the model when we try to UV it(work related matter). The issue being that the model handles in the Maya viewport as though it was still its original poly size. The viewport literally freezes for minutes if we try to unwrap a model that reads at about 30k that originally was about 200k, so we are wondering if this is a coding issue with the obj, or if we just simply are missing a step or magic button that needed to get pushed before bringing it into Maya. Any help would be very much appreciated.
Decimation master is intended for 3d printing or map creation. The output mesh from D.M. is hardly workable.
You can activate “KeepUv’s” in the decimation master options, and zbrush will preserve the Uv’s…
Even so, 30k poly isn’t too much for maya, even in a bad computer… do you experience that when working on another 30k poly mesh?
simply unwrap the model before you decimate i guess
Okay so we used another program to decimate and uv the mesh. We are still curious as to what causes the issue with zbrush’s decimation master. See, the mesh we are working with is scan data, so it starts off high, it has uvs, but that aren’t the cleanest, and so we have to re uv the thing again. So we figured that if we decimate the model in zbrush we would get a model that is small enough not to slow down or crash maya, but the funny thing is that other models the same size will work fine in maya, but the decimated one from zbrush acts and behaves like it is still the high res version. We also understand what the function of decimation master is, but we want to understand why it does that to the OBJ, or if it is something with coding. In any event, thanks to those that replied…
3DMob: you man that your OBJ file exported from Decimation Master at the same polygn count and with another software don’t provide the same slow down in Maya?
Opening large models (300k+ of triangles in a 3D software can generate slow down. Most of the time, they can open high polygon count mesh because they are based on a base mesh with a smoothing on it, which is not the same to display.
About the UV workflow: export your base mesh from ZBrush to a software of your choice to create the UVs or use one of the Automatic UV feature of ZBrush. Then preprocess with the Keep UV function, decimate and then, export your model.
Doing a clean UV unwrap on a decimated model would be a real nightmare…
I see people are taking the time to read my question…
This is not about finding any uv pipe line…
This is not about importing a high res model directly as is into any 3d package…
This questions IS about getting a 1 million+ model that has been decimated into maya and having it react like the original high res version when trying to UV it…
Is it coding? or something else?
This question is based on working off scan data that originally starts off as 200k polys…
A bit about scan data:
It’s dense in polys: 200,000+
Has crappy UVS or none
Needs to be Re UVed regardless
It will be divided up a three subdivisions to be able to pull out detail
Needs to be Decimated so it won’t crash or slow Maya to UV
Conclusion…for some reason Decimation Master doesn’t give out an OBJ that maya likes for uving…
Thanks for reading and offering help, but no one has answered my question yet…
Try to take the mesh that you decimate into Maya. (still slow and bulky you say)
Clone or copy or duplicate (whatever it’s called in Maya) all of the polygons to a new mesh. Delete the decimated version and save out the new one as a .obj.
Then import that new .obj If that obj is also slow then it is because of decimation master and something it does in the code…like you suspect. If not. Then it’s simply that Maya doesn’t like the meshes. I don’t have this problem with XSI so I can’t really say much other than giving ideas though.
thanks goat…I haven’t tried duplicating it to be honest, I’ll try that and see how that works out.
Yes, try Goast test.
To answer your question, I don’t think it’s related to ZBrush/Decimation Master, but more Maya. No solution except that reducing more your model before importing it in Maya.