Subdivision Reversion

could this be created for blender? removing faces where you know you used a subsurf modifier?

http://subdivisionreversion.zzl.org/

could this be created for blender? removing faces where you know you used a subsurf modifier?

Yes it could
There were scripts for previous blender versions that sort of unsubsurfed but did a bad job. Your link seems to do the same as zbrushs reconstruct subdivision function.
Its all mathematics so no reason why blender couldn’t do the same.

i was just thinking someone should write a script to do this the other day. it would be awesome to see this implemented into blender.

This is a free script for 3dsmax in case you desperately need it. And may be a great reference if someone wants to give it a go doing a script for blender.

http://www.scriptspot.com/3ds-max/scripts/turboreduce

I’m pretty sure cambo did a script like that for blender.

The algorithm is likely

  1. find all valence vertices
  2. find the shortest path between each valence vertice
  3. the two valence vertices with the shortest path between then defines the maximum number of subdivisions
    4)based on that information you can find all of the loops to unsubdivide

I’m not familiar with 3DSMax. Does it really not have non-destructive Subsurf?

Does it support creases too? What about multires? What if some changes were made to the geometry after applying the subsurf?

I believe this works on a “Reverse Catmull-Clark” algorithm. Taking the values and positions of the verts in the subbed mesh, then referencing them, and running the values through a reverese algorithm. The coding work involved I don’t think would be a massive job, but probably one best suited to a better coder than myself. Have fun—