View Full Version : Low poly models...

02-20-2003, 03:22 PM
Ok I have been working on a map with another guy he's making the map and I supply models. It's a old tavern setting, we have a nice fire place a loft wine cellars bathrooms with water colsets matching sinks the works. Bedrooms with noble and common rooms. The problem is I did not know that if your models had alot of polys or triangles or what, the level would bog down to a hault. Well I made about 8 models for the map very detailed I thought but with my poor modeling skils I had a redicolius amount of polys in their! I was supposed to have about 1-200 when I had 2000 or in some 8000!!! Is thier any way to reduce how many polys thier are without starting over?

Or if I have to start over do you have any sugjestions or tutiorials on how to do low poly modeling?

02-20-2003, 10:31 PM
I'm sure there are a million ways to skin this cat, but here are my thoughts for res-ing down existing hi-res models:

1) Find a Plugin:
You can reduce the number of polys in a hi-res model (albeit in a very un-elegant fashion) by using a plug-in like Polygon Cruncher (http://www.mootools.com/plugins/us/polygoncruncher/presentation.htm) to reduce the faces and verts. Warning: this is kind of cheese.

2) Connect The Dots:
Paul Steed suggests to isolate the essential verts that truley define the shape of your hi-res model, copy them, then connect them together into a new, low-poly shape. He writes a whole section on it in his book (http://www.amazon.com/exec/obidos/tg/detail/-/1556228155/qid=1045797364/sr=8-2/ref=sr_8_2/104-2748471-1121528?v=glance&s=books&n=507846)

3) Find a good tutorial: Paul Steed's book is pretty handy for charaters and you can apply it to other objects as well. Only thing it is really written for Max 3, but it still taught me a ton. Other than that go to Google and you'll get a load of tutes for low-poly.

Hope that helps and best of luck.


02-20-2003, 11:23 PM
Do you need 3ds max to use that?

I have hered their is a way to do it in gmax and idea on how to do that?

But thanks for the info is has been most helpfull.

ksk h2o
02-21-2003, 05:01 AM
In 3ds max, there is an "optimise" modifier which might help you a little... I hope it exists in gmax also.

You will need to go over the optimised model to re-arrange it a little. Collapsing vertices, and "weld-target'ing" vertices is the way to reduce the number of verts/triangles.

02-21-2003, 09:21 AM
Thanks for your help! If I find a way to do it in gamx I'll tell you.

02-21-2003, 02:07 PM
Optimize is awful...screws up the mesh and texture coordinates, plychop is better, more control and it keeps uvw coordinates.

But i dunno if there's a plugin like that for Gmax

02-21-2003, 03:21 PM
Oh I guess I'll just have to remake all the models.
Ahhh it made me mad I stay up most the night working one it.

02-22-2003, 01:01 AM
I prefer manual optimization...but with player models, polychop saves a lot of time. I guess everyone has their own technique.

Hope you wont trash everything, it still can be fixed i think.

02-22-2003, 03:38 PM
Well thanks for your help :)

02-22-2003, 04:35 PM
Drico, are you planning to add Mr Stump to JKII as a player model? :D

02-22-2003, 05:07 PM
LOL! Nah! I'm making models for The Taven project,

Chair's, Dressers, beds, lots of mugs, barrlels, bottle's and the list go's on. It's gunna be a awesome level.

But I may someday do that with stump man just to make some people sick.

Here is the project thread. (http://www.gamingforums.com/showthread.php?s=&postid=457530#post457530)