Mesh parts Question

Hello, question regarding parts, is there any help info somewhere?
I see RC after modeling cuts the mesh into nice parts,
my question now is can i combine parts (ie. part 1,2,6,10,14,15) into one mesh
then part 20,22,23,40,41 into another mesh, each mesh would then run through
different simplifying and unwrap and texturing process.
At the end combine both meshes into RC again in one view on original position?

Greets, Nedo

EDIT: different simplifying each mesh would be enough

not without exporting first, (you could export all to parts. combine in a 3d app, and reimport in the different areas that you want)

or using filtering tool to create the different areas. but make sure you give it overlap (this needs to be cut cleanly in another app otherwise you won’t get a clean joins).

I think this would be a good feature to have in app.

I’d like to differently area’s of simplification, maybe even blend between high detail center, and low detail surrounds.

Hi Nedo,

just realized we are basically neighbours… :smiley:

You can deactivate individual parts simply by expanding the model tree (the little plus).
Then you can do a simplification (make sure the option “Preserve parts” is set to False (standard).

I am not sure how the borders will behave, if they will be seamless to neighboring parts that have been simplified separately.
You could try and report back how it worked.

I fear that combining textured models in RC might be impossible - in my experience you need to re-texture as soon as you change the tiniest bit of geometry. Makes sense to me since the unwrap will change.

Hi Götz, i’m actually from Sindelfingen, but moved long time ago :wink:
I still learn RC. The problem is when i scan a bigger scenes i want some parts to stay hires others lowres.
What i have done so far is, export all parts and import them into max. In max i can much
quicker select the parts, group them and export. The problem is, after importing in RC back
and simplify then the seams are all visible. (maybe i did something wrong while exporting from max)
So right now i think best is to simplify in RC the whole modell in different LODs and cut the needed parts in RC,
texture them and export then. This way you have more control with texturing.

Nedo

Yeah, the seams are always a problem.
If there is no setting to preserve them, then they are inevitable.
That makes sense because then they will be simplified as well and by that originally identical vertives change their position.
Have you tried the simplification brush in meshlab? Isn’t there something equivalent in Max?
Anyway, whatever works best! :slight_smile:

Reading your post again, I understood the real issue better.
I think either in meshlab or in cloudcompare there is a setting somewhere to preserve borders.
If instead of re-importing them into RC, why not try one of those as another step in the process?

Does the texturing of such fractured model parts work all right in RC?
Or would you have a complete model again when you get everything back into RC and texture them as a whole?

Hi Götz,
tonight when i’m at home i will show you exactly what i mean (pics).
Right now when you export to Sketchfab a whole scene lets say simplified to 1.5M polys,
so many details get lost.
Some parts looks so great and sharp in RC when not simplified, and the size is not big, 15-20K poly for each part.
I don’t know if RC plans to add weighting for the simplifying process at one point in the future.
Right now you have to export each part separately, combine all togheter with another App and then export to Sketchfab
to get the best result.

Hi Nedo,

I understand your intention in principle - you are not alone in that!
Usually, people use other software like ZBrush to preserve details.
Or normal maps are another way to go.
This is the first time I read about somebody using the individual parts to achieve that goal.
I think it could be a good option if there are enough small parts and the border issue can be resolved.

Hi Götz, here is an example pic.
Left is the whole scene simplified to 1.5M polys (i think 15x8K textures), right pic is just the part with the lamp aprox 20K polys (1x1K texture)
Both unedited, holes ect.
So if i could keep the RC crispiness of the right pic in the left pic at least at this position.
One good thing is if you export by parts, you can texture each part better.

EDIT: The left pic is just a small part of a complete big room!

Hi Nedo,

apart from what I already said, I can’t help you more I’m afraid.

So that means you texture the small part individually?
RC likes that?
And what do you mean by “you can texture each part better”?
As in that you can select a resolution for each part individually or are there less artifacts/errors in the texture?

You picked quite a room there!
Are you aiming to cover all beams entirels?
How many images at what resolution did you take and which camera?
I am just doing something similar, although in a building from around 1300 with blackened beams and I am struggling to get all the details I want…

Götz Echtenacher wrote:

Hi Nedo,

So that means you texture the small part individually?
RC likes that?
And what do you mean by “you can texture each part better”?
As in that you can select a resolution for each part individually or are there less artifacts/errors in the texture?

yes this works, you construct just that part with the bounding box, the good thing is you can use
smaller textures (512x512) for just this mesh and it still looks crisp.
If this mesh is just a part of a hughe mesh and you texture the complete thing with dozens of 8K textures you then even
dont know for sure on wich of the 8K textures it is located :wink:

Ah, I see.
But you did not try to single one part of a bigger model out and texture that?

Götz Echtenacher wrote:

Ah, I see.
But you did not try to single one part of a bigger model out and texture that?

It works if the part is enclosed with the bounding box,
what you should not do is remove something/parts inside the bounding box.

Ok, now I get it! :slight_smile:
Thanks!