High poly model reduce

User avatar
MeiAnother
MM2X Newbie
MM2X Newbie
Posts: 10
Registered for: 14 years
Location: Japan
Contact:

High poly model reduce

Postby MeiAnother » Wed Apr 21, 2010 12:49 am

Is there a method of lowering the number of polygons of High-Poly Model?

Expale: 100,000poly model reduce to under 80,000poly model.

Zac4084
MM2X Super Active User
MM2X Super Active User
Posts: 4058
Registered for: 15 years 4 months
Location: England
Contact:

Postby Zac4084 » Wed Apr 21, 2010 1:07 am

No.
Image

User avatar
Silent1Unknown
MM2X Super Active User
MM2X Super Active User
Posts: 2472
Registered for: 15 years 11 months
Location: Canada
Contact:

Postby Silent1Unknown » Wed Apr 21, 2010 1:28 am

I can think of a way to do it, but its not easy. Just make blueprints of the model (with wireframes on), and then remodel it using fewer polygons. This is what I did to make my original Saleen S281E (~15000 polys) into a traffic car (500 polys). Actaully, it was easy for me since they were few polygons anyway. But I imagine it will be hard to go from 100 000 to 80 000. Maybe you could lower to 20 000, thats like the NFS models.

Ofcourse, you want to try other methods first. Maybe advanced 3D programs like 3DS Max or Cinema 4D have functions of lowering the polygons count just like they can increase polygons count. But I dont know.

Image BEST MM2 SCREENSHOOTER | BEST PHOTOSHOPPER
Image MOST FRIENDLY MEMBER | BEST MM2 WEBSITE

Image

Zac4084
MM2X Super Active User
MM2X Super Active User
Posts: 4058
Registered for: 15 years 4 months
Location: England
Contact:

Postby Zac4084 » Wed Apr 21, 2010 1:56 am

There is a poly 'cruncher' program, but it leaves the model really ugly with vertices, and normals problems.
Image

User avatar
Riva
MM2X VIP Member
MM2X VIP Member
Posts: 3143
Registered for: 20 years 1 month
Location: Belgium
Contact:

Postby Riva » Thu Apr 22, 2010 1:53 pm

You can't if your model uses triangles. As Zac says, normals problems will occur.

You can if your model uses quad. From 3DS Max or more, you'll be able to reduce the number of polygons, either by using classic tools or by using downloaded plugins (Polygons Cruncher e.g.).

Keep in mind the fact that textures may be "scratched".
Image

User avatar
zoot
MM2X Super Active User
MM2X Super Active User
Posts: 2444
Registered for: 14 years 11 months
Location: United States

Postby zoot » Sat Apr 24, 2010 7:00 pm

you can open the .z3d in zm2 and convert it to quads there. than, you can use that poly "cruncher" program like zac said. and open it back in zm2 and export it to a zm1 .z3d file. :)
Administrator at MMarchive | Arrow Block Entertainment Owner

User avatar
Riva
MM2X VIP Member
MM2X VIP Member
Posts: 3143
Registered for: 20 years 1 month
Location: Belgium
Contact:

Postby Riva » Mon Apr 26, 2010 11:20 pm

Hmm not a bad idea. I forgot the quad using of ZM2.
Image

User avatar
TMW
MM2X Newbie
MM2X Newbie
Posts: 8
Registered for: 14 years 1 month

Postby TMW » Thu May 06, 2010 4:44 am

the long winded way of doing it would be to go through the model using 3ds max and deleting whatever bits you don't need (I'm doing this with a Civic from ProStreet, and I've got rid of about 10,000ish polys...but this takes ages, but you have way more control than if you used a program like poly Cruncher to do it.