Mudchop Posted October 12, 2013 Share Posted October 12, 2013 Hey all. Recently I mashed up some armor pieces, but with a high poly count on the new parts, I decided to open them in Blender to reduce the amount. The only problem is that after I use the decimate modifier, it resets the UV as having none. I believe it's because of the changed arrangement of polys, but this is just an inference. Blender won't allow me to export the nif without setting a new UV Map for each part of the mesh. I can create the UV Maps but as far as making them similar to the original, I'm lost. My questions is: Can I somehow keep the original UV Map after changing the polys? At the worst I'll accept any other way of doing this, as far as learning to make the new UVs. I tried PyFFI but it didn't make any changes for me. Any help is appreciated. Edit: Thought it would be worth pointing out that these are Oblivion meshes. Link to comment
movomo Posted October 13, 2013 Share Posted October 13, 2013 If you trying this after the UV map is set, there already is a good way to reduce the poly count. Use the "poly reducer" script instead, rather than decimate modifier. They can be found in edit mode. Link to comment
Mudchop Posted October 13, 2013 Author Share Posted October 13, 2013 Thank you so much. I wasn't able to get the individual poly reduced parts to be re-added to the mesh, but by taking the full high poly mashup and then reducing, I got it to take. It's a workaround, but it works and I'm content. Link to comment
kosukosu1 Posted October 13, 2013 Share Posted October 13, 2013 If you want to keep the high poly count (reducing the poly count sometimes distorts the meshes), do the following: In Edit mode, hit P, and then select all loose parts - this will split up the meshes You can then export it ok usually - looks like a single mesh can't exceed a vertex count but you can get around this by separating it into separate parts before exporting - and you can keep your high poly count meshes. Link to comment
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