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Polycount meshlab
Polycount meshlab




polycount meshlab

Yeah, MeshLab is handy for fixing things for coppercube and 3D printing - and also has a great method of reducing polycount on models for games by going to "filters>remesh>simplify-marching cubes" then just enter half of the original polycount as your new target. Thanks vp for all the info I got it to work and have made a city! Scale up the model to 100, 100, 100 in Coppercube and then right-click model>freeze scale+normalize normals. ply to "fix" the geometry for Coppercube - otherwise, the models are not displayed properly when you import them to CC.

polycount meshlab

One last thing, I used "MeshLab" (free download) to "open and save" the city again as. Use the sliders on the right-hand-side ("grid size" etc) to reduce the city/file size. The texture file is in the github page (also included in this 25MB example city I made - I also included the normal map for shadow detail- although it almost doubles the file size to 45MB - it does look nice but so does dynamic lighting without the normal map).obviously, if you open the texture file in GIMP/Affinity/Photopoop etc, you can copy paste your own downloaded images/textures/facades etc onto the original and save it again = to change the way the city looks/decorates.

Polycount meshlab download#

Very nice! I can not seem to export to obj thoughĪfter the city is rendered (openGL) in your browser, click "export obj" and wait a while for the download to start - the larger the city, the larger the download, the longer it takes to generate (so don't hammer the export button repeatedly - otherwise you'll generate and download multiple copies of the same city).






Polycount meshlab