So I have a scanned environment of around 40m * 30m.
My initial scan has a detail level of around 1mm. This is also roughly the level I’ll need at the end.
While I achieved this, with displacement maps, I now have a good useable mesh, with an additional 20gb of textures - which plain crashes Unreal Engine, for good reasons.
Hence my main question. Is there any way to split the mesh (in reality capture) into 2x2m areas, which I can then individually texture? (Maybe as individual components)
You can export the parts as individual models, but there is currently no built in method to neatly slice up the model. Although this is a current feature request and I will add your name to the feature request and this will up the priority.
This has been requested for years now and it is truly needed.
If you make a simple adjustment of the “Filter Selection” to make it keep both parts and name it “Split Selection” or “Separate Selection” we will have a great tool for absolute minimal developer effort.
We can then continue splitting these until we have our desired parts.
The divider script is basically answer to the first post.
But I assume with some afford this can be achieved by using Filter tool. I know, that there only part of mesh will remain, but still you should be able to make separated rooms or building’s parts using this tool.
Anyway, your vote was added to the feature request database.
They will never match up in the seams with the Filter tool unless I mark exactly the right triangles while referencing which ones i did for the other part. And that would probably take me more time on one project than it takes to write the Separation tool.