As you can see there are many, many unnecessary faces. I can manually remove all of these, but it’ll take ages as the mesh is pretty huge. Is there a “non-destructive” version of the decimate modifier or some script that I can use to do this?
I’m by no means any expert on these things, but I see there are a lot of tris in the mesh. Could you not use convert tris to quads to simplify?
But that might, of course, not be what you want…
For blender 2.49 the poly reducer script http://wiki.blender.org/index.php/Doc:Manual/Modeling/Scripts
All the script options are not as intelligent as a real human being so the very best way really is to just get stuck in and fix it yourself after you have run Tris to Quads. You may not like that but these things can be fixe manually pretty quickly, even with large meshes.
Unfortunately the poly reducer removes needed verts too.
While I can make the mesh manifold easily, the decimate modifier removes verts I want to keep even at 0.99 ratio, so I don’t think that’s an option either.
I guess I’ll either have to just get stuck in, or write a script that does specifically what I want. Thanks for the suggestions though guys.
I have tried the latest build (well, 35130 from graphicall, which is nearly the latest), and it still destroys the mesh. I was under the impression it’s meant to do that though (gradually reduce the poly count according to a ratio, keeping the overall shape).
The trouble is that the “overall” shape isn’t good enough, I want the exact shape to remain. However, there’s a large number of extra tris that can be removed without changing that at all.
I’ve attached a sample blend file in case anyone has any more ideas.
Possibly I’m going about things the wrong way to start with, so here’s what I’m trying to achieve. I want a nice city scape, that I can create a top down render (from quite high up) with pretty ambient occlusion and shadows to use as a background image for a game. How I’m currently doing things:
Create a series of lines in a branching sort of road pattern (external lua script -> .obj file).
Import into blender, extrude and use solidify modifier.
Delete extruded geometry so I’m left with faces.
Delete faces only so I just have lots of empty line rectangles at various angles.
Separate loose groups so I have a whole load of separate objects.
Go into 2.49 and use cookie cutter on a grid.
I was hoping to eventually use the 2.49 discombobulator to get some nice elevation differences and such like, though I’m having trouble with getting that to work on the resulting grid. Maybe I should think up a different way of doing things and start again.
After some testing, it looks like I can get a nicer end mesh by using a much more finely subdivided grid with the cookie cutter.
It’s more tessellated, which I guess is exactly the opposite of what I was asking for, but it’s nicer to mess around with afterwards. (I can select blocks of faces and extrude, or a low proportion of random faces, and then linked faces to get a complete segment etc.) Since I didn’t realise that the discombobulator only works with quads (and I think only puts doodads on quads too?) I think this is for the best.
Anyway, it’s all good! I’ll probably post in WIPs / finished projects when I’ve got something I’m happy with.