I have a huge scene made of high-density Photoscan models mapped with huge bitmaps. At some point in the future I will need to port this to a game-engine-friendly world. I’m wondering if there is some sort of script that can chop up a model that is millions of polys into much smaller chunks, and re-do the mapping and UVs for each piece.
Or perhaps there are other ways to do this that I’m not aware of?
the most automatic way would be a pro optimiser with keep textures and uv boundaries checked on, then using http://www.unwrella.com/ to try and do a better job unwrapping the now collapsed/vertex merged & optimised object then using render to texture. you can keep the high res object and bake some normals that way too.
ProOptimiser won’t really work, since it’s a large landscape created using drone footage (WIP screenshot attached), and at a human level, it’s not that high-res.
Unwrella or Flatiron might do well with the unwrapping/baking part though.
Rhino has several tools to do that if I understood well…If you get point cloud you could easy optimize it…reverse engineering tools may work too.
if you have the mesh you could create a point cloud of it …the grid is depending of the level of detail that you want and from there you could have one big nurb of those point clouds.