Poly Reduction -1 reply

Please wait...

CanadianBorg

Resistance is futile, eh?

50 XP

30th July 2008

0 Uploads

503 Posts

0 Threads

#1 10 years ago

I am going to be releasing new stuff for A2 that is left over from A3, but I need help. A lot of these models have a high poly count, and I need to learn how to poly reduce. Can anyone teach me how?




k_merse

Evolution

50 XP

30th September 2007

0 Uploads

637 Posts

0 Threads

#2 10 years ago

Simple merge polygons (triangles) in the 3D editor. That's the easiest way. Or woth other words: Delete two and replace them with one. The hardest part won't be this but the retexturing of the ship.




CanadianBorg

Resistance is futile, eh?

50 XP

30th July 2008

0 Uploads

503 Posts

0 Threads

#3 10 years ago

Any other way to do it?




HMS Frontier

Space The Final Froniter

50 XP

31st July 2006

0 Uploads

388 Posts

0 Threads

#4 10 years ago

You could try using the directx mesh tool and sliding the bar left until you get to a ok poly count im not sure but it might work




pepperman

Cloaked in the Neutral Zone

50 XP

5th February 2004

0 Uploads

742 Posts

0 Threads

#5 10 years ago

with any method there will be some work required...fixing mess errors and/or retexturing/remapping. not much way around it.




Major A Payne

The 6th Day

50 XP

7th August 2002

0 Uploads

2,535 Posts

0 Threads

#6 10 years ago

Cb. My own personal preference, when using Milkshape 3d, is to rebuild each section using the original model as a complete reference, and texture as I rebuild.




wildcard621

You gon' eat yo cornbread???

50 XP

29th November 2005

0 Uploads

94 Posts

0 Threads

#7 10 years ago

I agree with Major Payne, the best thing is to completely redo certain parts of the model, using the high-poly part you are recreating as a model. Another thing to do is to eliminate unecessary parts, such as high detailed domes, or light bumps that arent necessary. I just finished a poly reduction on a Starbase 47 Vangard model from BC just for fun, and by just removing those high poly domes, replacing them with lower poly ones and removing the phaser and light bumps, I went from over 7000 polys to just over 4900.




Chiletrek

Warriors from Fluidic Space

50 XP

8th August 2004

0 Uploads

682 Posts

0 Threads

#8 10 years ago

Hello: That process of removing details and rebuilding is the best, I agree, but it can be complicated for someone that is just beginning to make poly-reductions, what you can also do, is to get the model into ms3d and save each group by separate in different filenames, reduce each group by separate and when you are done, merge everything together. With some practice you'll be able to get nice reductions, then you can make rebuildings too :)