View Full Version : Poly smooth
02-08-2004, 12:10 PM
when creating a character is it Ok to create a fairly low polygon version for texturing and animation(To keep things fast during animation.) And then use Polygons - Smooth just before rendering.
In other words does the smooth polygons function work after the rigging and texturing is complete?
Or would it be better to rig up using the final high res version of the model to begin with, but then use the the poly reduce tool to create a seperate low resolution model to use while animating.
Thanks for any responses.
02-08-2004, 06:58 PM
Yep, you can run a smooth right before rendering and everything will be fine.
Of course you could also rig up the hi-res, but that's a whole lot more time spent skinning and tweaking UVs.
The last project I worked on, our meshes were more or less medium-hi as far as poly density, but we still ran a smooth on them before rendering. Since they were already kind of high though, we parented non-deforming geometry to each bone to help give us a sense of volume.
But yes, rig up the low res, animate, and when you're ready to render, smooth it out. :)
02-09-2004, 01:32 AM
If you are feeling brave, you can convert your low-res poly object to a sub divisions surface and add more detail like muscles and things. Then use you original low-res poly cage as a wrap deformer for the highres subd. This way you have the added benefit of skinning a low res mesh and subd's give you more detailed control than simple polysmooth.
Remember that if you are going to use a polysmooth, that it has to be applied AFTER ALL other deformations, including your skincluster. This can be done by simply changing the deformation order.
02-09-2004, 08:20 AM
Orrrrrrrrr....you can make a smooth proxy version of your lower poly model before skinning. When you skin the low poly, the high poly version gets effected just like the low poly. Just put each version on its own layer, keeping the high poly hidden for animating, and just turn off the low poly version for rendering.
01-17-2006, 10:00 AM
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