Unsubdivide hexels8/3/2023 ![]() And, if I were too apply this really quick, Tab, let's say I went ahead and I'm going to click on a few of these edges here, so let's switch to edge mode, Alt Shift right click, and I'm just going to randomly select some edges X, dissolve, hit A twice. So this is something interesting about using the decimate modifier is that depending on which option you use and how much you use it, you could completely destroy your UVs, so keep that in mind. But of course, if I go over to apply I will destroy my UVs yet again. Well planar acts exactly like limited dissolve and you can slide that around and you can see that it's just trying to find the general 3D contours of the mesh and keep them around. Now, if you remember, we use a tool called limited dissolve. So you see what's happening here is depending on what mode of decimating you're using, collapse, or unsubdivide, you could really destroy your UVs. And if I undo that, say just go to two, Apply, oh my gosh, they're getting even worse. Let's apply that, Tab, it's starting to get kind of red. Even if I do unsubdivide, I'll go to something crazy like five, there we go. So I can undo that, so let's do that really quick. You know, they still maintain their shape. We're going to apply, hit Tab, and hey, look at that, my UVs are pretty good. So we have all of these UVs that are nicely laid out and the best part about it, let's go back to something crazy. So you're going to want to make sure you generated them. Now if you don't see any of these, remember when you made the monkey, hit T, you should have clicked on generate UVs. Tab and you can see right away, we have a whole bunch of UVs nicely laid out. Let's click on this little guy, image editor. Now there's another thing I want to mention about decimate and why I like it so much. So unsubdivide is really handy, especially if you get meshes from other programs that already had subdivision supplied. Three can be pretty good, two can be really good. And it isn't perfect, but it is pretty good. The first one, it doesn't work so well, but when you get to even numbers, you almost can't tell you subdivided the thing in the first place. Unsubdivide will use a little bit of math to find where you left your subdivisions and get rid of them. Now this is the one I think you're going to use quite a bit of. The next tool that's also handy is unsubdivide. So if you really want to you could get all the way down to say 83 faces and have this weird pseudo monkey. Pretty handy, and you can even see a read out down below as to what's happening and how many faces you have left. It's trying to find where the vertices are the closest and merge them. If I just drag this over here you can see right away what's happening. ![]() Now decimate, unlike dissolve, is going to go ahead and merge things with collapse. ![]() And then let's go to Modifiers and let's add a Decimate modifier. You'll see a few of them are hidden so you can always click on draw all edges to make sure you get all of them in there. Wire is pretty cool because it's going to show you all of the edges on the monkey. Click on Object, and let's click on Wire. Let's get out of edit mode, zoom in a little bit. Tab, W, Subdivide smooth, you can cut it a couple of times and you can fiddle with some of these settings if you really want to to make it a little cool. This is important, click on Generate UVs, we're going to need those later. First, let's start by deleting this cube. This week we're going to look at a new tool called decimate and why I think it could be an integral part of your mesh cleaning work flow. I want to use larger tiles to summarize features under them which can be generated in more detail at will.- In last weeks Blenders Tips, Tricks, and Techniques, we talked about how to use dissolve to clean up your meshes. My project is a game map (in this iteration, a globe both subdivision methods generalize to a starting icosahedron I think) which should have nice "zooming" properties. (For now feeling a little bewildered by geometry.) But I suspect there are other criteria for my purposes and it's also a general question. The first may be of more convenience and reduced overhead, which could be outweighed by artistic value. ![]() I am hoping we think through the advantages of these systems. On the right, we use the vertices as centers for the new hexagons the side length goes to \$\fracs\$ and the area a 1:3 ratio because there will be one and six thirds children reporting to the first hexagon. The area of the new regular shapes is one quarter because the parent sees one and six halves children. On the left, we halve the side length \$s\$ and create most of the new tiles centered at the midpoint of sides. ![]() Here are, it seems, two ways to draw a smaller grid of tiles from an initial hexagon: ![]()
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