Base resolution to HD resolution
Hello,
I was wondering if there is a way to add more polygons to an object without utterly destroying its shape?
I'm absolutely awful at modeling, but I tried in Hexagon, blender, and daz studio itself to create a "higher poly" version of the starport & other buildings of Dystopia City, in order to add an "entrance" to the buildings and "open" the doors of the startport for some close-ups. But everytime I tried, I ended with an horibly deformed building/starport. Also, very strangely, for the starport, I only have 1 portion of it... I'm very surprised by the result...
Thanks for reading, hope someone has a tutorial or something to point me at!
Ukyuu.
Post edited by Ukyuu on
Comments
How were you working, and what distortion were you encountering?
For daz studio I used edit => geometry = > add level of detail
For blender I don't remember well, it's been a bit of time
and for Hexagon I sent the object to hexagon, and added triangles.
All resulted in the whole thing deforming seemingly at random, the edges weren't edges anymore, and the the result was a mess I can't express in english (I'm French sorry T-T) anyways, none of it had the base form for any reason.
I've been trying to find tutorials, but to no avail, not to mention I only get 1 section when I put it in blender or hexagon for some reason.
Add level of detail is for adding a lower-resolution vesion, for more distant shots, and requires pre-existing geometry.
I'm not sure what you mean by adding triangles - Triangulate will convert a single quad into two triangles, but it doesn't actually add any detail (which is pretty much governed by the number of vertices) and in fact the model will be triangulated for rendering anyway. If there are polygons with more than four vertices then tiangulation may produce odd results as it splits the polygon up, but that usually shows in DS too.
If you want to add new elements what you want is some kind of seelctive cutting (e.g. Loop Slice) to give you extra faces in the rght place and of the right general shape - but I think if you do that in Hexagn you are likely to lose the UV mapping, so that textures no longer apply correctly. I would use modo for this kind of thing, so I can't offer any very specific advice - look at Bevel or Extrude tools.
I'm afraid modo price is above my means, hence why I was trying to use hexagon or blender, thanks for the tip through, I will look in those two on the software I have, probably blender can do that, but I'm not sure how for the moment.
In Hexagon one can add a level of "smoothing" and collapse that geometry to add more mesh to an object. Whether or not it keeps the desired shape depends upon the original mesh's amount of tessellation [all those lines].
... and yes one is likely to lose the uvmaps and have to remake them. Sometimes one can extract a line without losing the uvmap but don't count on it.
salut ;)
je ne suis pas sur de comprendre car je ne parle pas anglais mais comme vous etes francais(e) je me permet de poster
dans blender il faut aller dans l'onglet "modifiers" (la petite clé) et ajouter a l'objet/personnage etc... soit le modifier "multiresolution" soit le modifier "subdivision surface" et augmenter le nombre de subdivision
hi ;)
I'm not sure I understand because I don't speak english but as you are french I allow myself to post
in blender it is necessary to go in the tab "modify" (the small key) and add to the object/character etc... either modify it "multiresolution" or modify it "surface subdivision" and increase the number of subdivisions