Hey All!
I’m trying to replace part of my mesh with a simple cube. Basically I have a scan where there are walls and a cardboard box in the middle of the room. The mesh for these are way to big and I want to keep all the poly detail in the rest of the scan and simply the walls and box as much as possible.
What I’m trying to do is:
Export mesh
Delete walls and box
Replace with simple meshes
Reimport
Then retexture simple models with nice textures
When I do this I get the following error
texture coordinates of a triangle are indexed to a different texture
What am I doing wrong here?
Greetings
Please make sure all of the objects you are importing are sharing one UV set and are topologically connected to each other and not as separate objects merged together.
If you apply ProOptimize in 3D Max for example, and abolish textures by doing so, the issue will be gone.
I wanted to respond to this older post as this seems to still be an issue AND I have found a method for eliminating it:
Import the .obj file into MeshLab, then - without making any modifications - select: “File → Export Mesh As” and save it as another .obj file (or overwrite the file you just imported if you want). When you click “Save”, a window will popup and you want to only disable “TexCoord” (see image below):
The newly exported model will import into Reality Capture…
I’m still trying to figure out alignment though. I have a fair amount of experience with CloudCompare which I was referred to, and due to it’s unitless environment and using multiple platforms to save a single object file, when I include CC in the workflow whatever is imported isn’t visible in 3Ds…I’m working on the scale upon import, but haven’t found a solution yet.
Anyway, the texture coordinate issue is resolvable using MeshLab.