Reducing Polies/Verts in Gmax? -1 reply

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Jonny2199

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18th September 2005

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#1 10 years ago

I've found a (free) model of a P99 that I'd rather like to replace the blaster pistol, but it's over 1000 verts and so Jedi Academy hates it. 3D gmax walther pistol handgun Help?




Guest

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#2 10 years ago

There is an easy solution for this: Split the model in half; If you know much about gmax, simply select the model, convert to an editable mesh, select half the model, regroup/convert it to a new object, and do all the necessary things to export it form there. If you don't know much of gmax, you will need to learn how to use it first.




Jose Carlos

Why? Cause normal is boring.

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29th March 2006

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#3 10 years ago

Oof, that's gonna be tricky. Alright, before we start, you'll need to remove any metallic objects you might be wearing - rings, necklaces, piercings, watch, everything. You'll also need a few tools, such as pliers, wire cutters, about 2 feet of thin copper wire, some scotch tape, a sonic screwdriver and a bag of potato chips. Go get 'em.

Now, hope you have what you need. First we need to open up the casing. So maneuver your pointing object carefully over the Gmax/3ds icon and activate its function. When the device has reached operational capacity, you need to locate the three dimensional representation of the object you wish to modify and transfer it over to your digital workbench. When you've done this, we will move on.

I'm assuming you've succeeded in the tasks I've placed before you by now. Now comes the hard part. Select the vertex subtool and focus your sight on the flashlight attachment of the gun. Carefully select every vertex that makes up the outer shell of the flashlight. Be careful not to cross over onto the gun proper. When you have selected all the vertices that make up the attachment, hover your finger over the 'delete' button on your keyboard and press down on it. If you did it right (and if luck favors you), you will have now removed the flashlight from the gun.

This might have left the gun with a hole in it. If that is not the case, skip this paragraph. To fix this select the edges of one rounded part of the hole, hold down shift and click and drag them near the other end of the hole. If you did it right the gap will have shortened noticeably. Now go back into the vertex subtool and use target welding to close the gap.

If the gun no longer has holes in it, refer to one of the gun making tutorials on our fine little site. I shall impart unto you one last bit of wisdom. Remember that bag of potato chips I made you get earlier? Take a potato chip. And EAT IT!

SoleutatorThere is an easy solution for this: Split the model in half; If you know much about gmax, simply select the model, convert to an editable mesh, select half the model, regroup/convert it to a new object, and do all the necessary things to export it form there. If you don't know much of gmax, you will need to learn how to use it first.

There are better ways than chopping something up to wiggle past a limit that was put in place in part to promote more effective modeling and at the same time keep the game running smooth.




Inyri Forge VIP Member

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15th March 2005

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#4 10 years ago

According to turbosquid the model only has 1000 polies. ;)

It's not an excessively detailed model (although JK3's poly limits are excessively low). Chopping it in two isn't going to bring down your game's performance.




The One and Only

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29th January 2004

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#5 10 years ago

This may be a little off topic, but how does JKA handle, say, 2 models of 500 polies each, and 1 model of 1000? Apparently there's some sort of difference in rendering them, but I don't know quite what that difference is.




Jonny2199

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18th September 2005

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#6 10 years ago

Thanks for that mildly patronising but nonetheless useful walkthrough. Although I only had Sellotape and a subsonic screwdriver, it turned out ok. And where I come from, we call them "crisps"... though I imagine they taste the same. Thanks all the same :D




Gir_teh_Almighteh

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19th May 2006

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#7 10 years ago
The One and Only;4646937This may be a little off topic, but how does JKA handle, say, 2 models of 500 polies each, and 1 model of 1000? Apparently there's some sort of difference in rendering them, but I don't know quite what that difference is.

it has nothing to do with rendering them, it also has nothing to do with the polies. jka has a VERTEX limit, of 1000 per OBJECT. if you split a model into multiple objects, with under 1000 each. you'll be fine.




minilogoguy18

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4th September 2004

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#8 10 years ago

500 is the better to aim for though since over 500 vertexes disables the ability to cast dynamic shadows, become a good texture artist and you dont need tons of verts to make things look good. ;)




Inyri Forge VIP Member

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#9 10 years ago

My solution: model for a game that doesn't suck so much. Works for me! :p




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#10 10 years ago
Jose Carlos;4646825 There are better ways than chopping something up to wiggle past a limit that was put in place in part to promote more effective modeling and at the same time keep the game running smooth.

He simply wanted to port a model that was slightly over the limit from Turbosquid, so if I was going to do something that simple, I wouldn't want to make it any harder than needed for myself. I know it sounds lazy, but porting the model period is lazy! :lol: