Reducing Poly and Vertex count in 3DS max or Gmax. -1 reply

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#1 11 years ago

How do I reduce the poly (Polie?) count and vertex count on a model? This is to get Mak Ill's Battle Rifle ingame, but it has too many vertexes. Help would be appreciated.




Ryo Thorn

Sexeh like teh gizmo

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27th September 2006

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#2 11 years ago

Handy little optimize modifier, the top two prefrences the higher the number the lower the verts\polys, the opposite with the bottom. Use at your own risk however, and with an ounce of sense. Don't make things in to distorted blobs\blocks. Please, think of the kittens.




Darth Turner

The most retarded sith EVAR!

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3rd July 2006

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#3 11 years ago

I thought he lowered the battle rifle to be enough...I thought it was the other weapons that were having problems with poly count.




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#4 11 years ago
Ryo Thorn;3552265Handy little optimize modifier, the top two prefrences the higher the number the lower the verts\polys, the opposite with the bottom. Use at your own risk however, and with an ounce of sense. Don't make things in to distorted blobs\blocks. Please, think of the kittens.

Great, now I'm sounding more of an idiot. Where is the Optimize Modifier?




Ryo Thorn

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#5 11 years ago

DOWN THE GULLET OF A GIGANTIC CROC! *cough* Actually in gmax it's under Modifiers\Mesh Editing. I have no idea 'bout 3ds max, too rich for my blood.




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#6 11 years ago

Don't worry. I use Gmax for modeling. Only use 3DS max for converting.

Edit: Hmm... I went to Modifiers/Optimize then I played around with Face and Edge Thresh options but thothing happened. The model is in one big mesh by the way.




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#7 11 years ago

I'm a total n00b aswell. I dodn't even know what you guys are talking about :)




Ryo Thorn

Sexeh like teh gizmo

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27th September 2006

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#8 11 years ago

Worry not, some day dread will pwn you as much as us youngling. In time.




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#9 11 years ago
Jebus0505;3552303I'm a total n00b aswell. I dodn't even know what you guys are talking about :)

Ah, that's ok. I am just trying to get a freinds Halo model ingame but it has to many vertexes and polies, wich are like edges and stuff ( I think). One day mapping won't be enough for you too!




Jose Carlos

Why? Cause normal is boring.

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29th March 2006

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#10 11 years ago

You could just separate the model into several parts. Select the faces you want to be in another object, hit the button that says "detach" and name the new object.