View Full Version : High Poly tuts/Tips Please
Mr. Ferguson 10-28-2003, 09:43 PM Could you guys suggest some tuts/tips for creating and working with high poly models? I am starting what will eventually be a high poly model
http://www.turd_ferguson.shackspace.com/start/1.jpg
Right now its about a 2.2K poly model (converted to subdivisions in render.) But as you can see some parts are already getting "messy" like the upper gumline for example its no where near as uniform as the lower gumline and it also pulls away from the teeth too early.
any help would be greatly appreciated.
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Levitateme
10-28-2003, 10:57 PM
hi mr.F
if i were you, i would stick with a low base mesh. use like the toggle smooth script that is on cgtalks mel script thread. that way you can see what your mesh is gonig to look like smooth. or you can use proxy, and from your model lit looks like you know what your doing in maya. so im sure you know about the proxy, but i think the toggle smooth is invaluable.
Mr. Ferguson
10-28-2003, 11:34 PM
Yeah, I am sticking in the low poly mesh and thats all I work with. After I make signifigant tweaks I convert it to subdivs and then back and start some more work. I was just curious if it was a valid method, or if I was using bad form.
Levitateme
10-29-2003, 02:47 PM
I dont see a reason to switch to sub d everytime. why not switch to smooth? i would think it would be faster. either way it sounds like you know what your doing.
Mr. Ferguson
10-29-2003, 04:42 PM
Yeah, I uh....just discovered the smooth option, and it sure is alot faster than switching to subs.
I tried to get that smooth toggle mel script working but the couple times I tried it didn't do anything.
Why not stay in Subdivisions, but in polygon modus? (right click the Subdiv model > polygon)
To speed things up, turn Construction history off.
Don't delete too much edges, the polygon to subdiv algorithm doesn't like that (you can though, but at a significant speed cost)
In the case that a split or an extrude takes too long, undo a few steps and find another way to get what you want.
And last but not least. Put the PolyCage and the Subdivisions in different layers. This way you can easily hide/unhide the cage or the Subdiv.
(You can use the Outliner or the Hypergraph to select only the PolyCage or the Subdiv)
Question: What are the advantages of PolySmoothProxy, when there are subdivisions?
Mr. Ferguson
10-29-2003, 05:35 PM
Well, Sub-D in polygon proxy mode is really slow for me even without history bogging it down. When you hide the sub-d and just work on the polygon proxy does that speed things up very much? Just working with the polygons seems super fast compared to even smooth proxy, or polygon proxy mode w/sub-d.
And I do want the model to be a polygonal model when its done so switcthing to and from poly smoothing seems like it could be a better method for this project. I was using subdivisions because it was the only method I knew of to get a smoother looking model with a low res base mesh.
Study wireframes. LOTS of wireframes.
METAGONS wireframe depot (http://www.metagons.com/wiredepot01.htm)
MunCHeR
10-29-2003, 08:26 PM
Here is a link to the smooth toggle script, took me ages to find it, then again i only have anough energy to keep 1 eye open :buttrock:
www.cgtalk.com/showthread.php?s=&threadid=14082&perpage=15&highlight=toggle%20smooth%20script&pagenumber=8 (http://www.cgtalk.com/showthread.php?s=&threadid=14082&perpage=15&highlight=toggle%20smooth%20script&pagenumber=8)
Levitateme
10-29-2003, 09:25 PM
that is plays old script you want this one.
http://www.cgtalk.com/showthread.php?s=&threadid=14082&perpage=15&highlight=toggle%20smooth%20script&pagenumber=9
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