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6Dprime
07-24-2002, 05:54 PM
What is the BEST way to reduce the polycount of a biped?

Especially assuming the user may opt to meshsmooth?

TuLe
07-24-2002, 06:00 PM
What you mean by biped?

Is it a character your modeling on high-poly? or is a charcter studio fig you have?

You can reduce it by improving your model manually, using less
polygos or using a handy tool called "multirez"... It counts your model faces and then you can imput a reduction number for it...

Hope that helps...!

LFShade
07-24-2002, 06:17 PM
Well, since you mentioned that another user may choose to apply Meshsmooth the the object, the best way to reduce the poly count would be a way that maintains a sensible (mostly quad) mesh. Which means that doing it manually is probably the only viable way.

If you aren't already doing so, I would suggest using Meshtoolsl to help with the cleanup. It has functions to delete edges and vertices of Editable Poly objects non-destructively (meaning no holes are created). Great for controlling the topology as you optimize! You can find Meshtools at ScriptSpot (http://www.scriptspot.com/start.htm).

6Dprime
07-24-2002, 06:49 PM
My biped is a humanoid figure.

ReneAlex
07-25-2002, 05:03 PM
i think that is...

the exact amount that the model has when it looks right :p

Daxx
07-25-2002, 05:37 PM
There is a stand alone plugin called : Polygon Cruncher for max i have tried the demo version and it's work very very fine!!!!!

try this or improving your model manually ^_^

:)

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