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Polycount meshlab
Polycount meshlab




polycount meshlab

Photogrammetry will generally produce a model and a texture file. Re-texture/generate UV maps – I hate working with textures.For most of my purposes, this isn’t entirely necessary, but for animation/modelling and the like, I gather it’s good practice Retopologize the mesh – this is something I’ve only recently got into, but essentially retopologizing the mesh makes the polygons more evenly distributed.I’ll often keep the high-res mesh for measurements, and a lower res mesh for visualization. Reduce the mesh – reducing the number of polygons makes it easier to hand the mesh for rendering etc.Merge meshes – If I’ve had to scan an object in two attempts (top and bottom), I’ll need to align those meshes ideally algorithmically, but by hand if I have to.Clean it up – remove spurious parts of the mesh.If I produce a high resolution mesh with photogrammetry, say, then here’s what I’ll generally want to do to that data: As usual, my focus is on freely available software.

Polycount meshlab software#

I want to detail here some of the software I’ve come across that can be used to clean up, reduce, and generally process 3D data – particularly meshes but also point clouds. For the most part that data is usually very high resolution, and often quite noisy and in need of cleaning up.

polycount meshlab

Working with photogrammetry, laser scanning, and all the other techniques I dabble with/intimately rely on, I generate a lot of 3D data.






Polycount meshlab