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Mesh polygon reduction

Scheduled Pinned Locked Moved Modeling and Texturing
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  • O Offline
    O Offline
    OPR8R
    wrote on global:last_edited_by,
    #1

    I know that ms3d has the dx tool plugin that can be used to reduce the number of polygons of a model
    unfortunatly this isnt working good and causes some mesh errors

    do you know of a different way to reduce the number of polygons of an object without messing up the model itself or completly rebuild it?

    i believe something like that is possible with 3ds max but i havent found it yet

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  • F Offline
    F Offline
    FriendlyFire
    wrote on global:last_edited_by,
    #2

    In 3ds Max, you can use the Optimize modifier to reduce the amount of polygons. Other programs may have other tools, but I’m only familiar with Max.

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  • O Offline
    O Offline
    OPR8R
    wrote on global:last_edited_by,
    #3

    where can i find that modifier?

    EDIT: nvm - found it
    thx

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    0
  • C Offline
    C Offline
    cheeseontoast Historic Supporter
    wrote on global:last_edited_by,
    #4

    optimize is okay but you wanna make sure you select the polygons you wanna optimize first, if you just select the mesh and select optimize, it’ll make the consistency of the mesh break and you wont get the optimization you probably wanted. 🙂

    my two cents

    I always prefer optimizing by hand as you can keep the consistency (the look) without there being so many polys.

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  • S Offline
    S Offline
    StarTrader Historic Supporter
    wrote on global:last_edited_by,
    #5

    Yep, the model usually degrades very quickly out of shape.

    I usually end up redoing the model by hand with chunkier meshes and then use textures to get near to the finish I want - not as good as a high-poly model but it’s faster in-game. With higher-poly models I get jerky movement on my built-in graphics card.

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  • O Offline
    O Offline
    OPR8R
    wrote on global:last_edited_by,
    #6

    yeah - i can imagine

    i wanted to use the low poly mesh to build wireframes but even with the optimization the wireframe looks terrible

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  • S Offline
    S Offline
    StarTrader Historic Supporter
    wrote on global:last_edited_by,
    #7

    OK.

    It may be almost as fast to bridge the vertices you want by hand if its only a wireframe you want?

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  • O Offline
    O Offline
    OPR8R
    wrote on global:last_edited_by,
    #8

    well doing all that by hand would take ages considering that im working on 4 ship packs and one new modular station pack with all together somewhat more than 140 models

    thats why i was looking for an easy and fast way

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  • C Offline
    C Offline
    cheeseontoast Historic Supporter
    wrote on global:last_edited_by,
    #9

    lol i know its not very optimized but why don’t you just use the current mesh as it is? lol.

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  • C Offline
    C Offline
    Chili
    wrote on global:last_edited_by,
    #10

    I’ve used blender (with plug in installed) before now to do this. Works quite well.

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  • O Offline
    O Offline
    OPR8R
    wrote on global:last_edited_by,
    #11

    @cheese:

    lol i know its not very optimized but why don’t you just use the current mesh as it is? lol.

    because the ships are very detailed and the command line tool for creating wireframes cannot handle that much data

    i guess i download blender now and give it a try

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  • S Offline
    S Offline
    StarTrader Historic Supporter
    wrote on global:last_edited_by,
    #12

    Blender’s yet another modeller with a cranky interface, sadly.

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  • C Offline
    C Offline
    cheeseontoast Historic Supporter
    wrote on global:last_edited_by,
    #13

    Blender, my nemesis >.<

    Altho its got some AWESOME fluid dynamic plugins that are simply AMAZING. suppose once you get past the dodgy layout and design, its alright, if your new to it its like… um HOW DO I MOVE THE THINGY MA BOB!!!

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  • S Offline
    S Offline
    Strail
    wrote on global:last_edited_by,
    #14

    I think you need to try Vizup.

    heres the link http://www.vizup.com/index.html

    Trial version doesnt save, but i guess its worth seeing if it does the job for you first.

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    0
  • W Offline
    W Offline
    Worfeh
    wrote on global:last_edited_by,
    #15

    Compare your blender here http://www.consumersearch.com/blenders

    Soz, couldn’t resist it.

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    0
  • [ Offline
    [ Offline
    [RIP]Fusion
    wrote on global:last_edited_by,
    #16

    @Strail:

    I think you need to try Vizup.

    heres the link http://www.vizup.com/index.html

    Trial version doesnt save, but i guess its worth seeing if it does the job for you first.

    …And they want $100+ for the registration!

    Fus

    1 Reply Last reply
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