Hello everybody,
i have a 3d scanned urban landscape (created with photoscan) with 2.5 million points total with multiple uv’s and textures. Its not manifold and a bit dirty (because its a rough 3D scan). I want to optimze this model for realtime purposes. My plan was to tile the mesh with uvgroups and preserving uv information -> decimate and remesh the seperate parts and reproject the textures to the optimize models.
But i stuck to uv group the mesh… it just happening nothing after a while, cpu load is just at 14%.
Is there a better workflow? Its important to preserve the textures because the most details are stored in there.
Thank you!
I guess not. I try to create a new uv channel in max and creating one giant texture with “render to texture” for creating polypaint to get the texture to my optimized model… But according to the 4096² Texture size, i will need a 40000x40000 px texture…