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How do I automatically create a simplified mesh from a detailed 3ds max model
I have a very detailed 3ds max model. It originally came from a CAD package.
I would like to find an automated method of producing a much simplified item of geometry from a very detailed model. However I would like to keep, within a tolerance the basic outside form, i.e. I don't want it so simplified I just have a bounding box!! but I would like to loose lots of internal faces
I want this simplified geometry as I would like to apply a texture to the model to represent the detail. The texture will be rendered from the high detail model.
The final use will be in a real-time package which is why I don't want to use the original high detail model and would rather map to a low detail version.
Any suggestions would be appreciated.
I am using Max 9 but have access to 2009 / 2012
read 2466 times
9/7/2011 5:19:10 PM (last edit: 9/7/2011 5:19:10 PM)
For a quick, and not ideal solution, try the ProOptimizer or optimize modifiers. This will be far less than perfect though.
You might have to do some hard work. It it's all triangles, get the detriangulator script from scriptspot.com to get rid of triangles first.
read 2456 times
9/7/2011 5:28:22 PM (last edit: 9/7/2011 5:29:21 PM)
look up normal mapping for baking high poly detail onto a low poly mesh.
read 2455 times
9/7/2011 5:28:50 PM (last edit: 9/7/2011 5:44:56 PM)
Indeed. You can render high poly detail onto low poly versions of the same mesh.
Here's a dense model of a statue, with automatic optimization on two of them, using normal mapping to retain the details on the middle one.
EDIT: The two on the left are the same mesh (8000 polies) but without, and with normal mapping applied from the high detail mesh.
read 2445 times
9/7/2011 5:36:52 PM (last edit: 9/7/2011 5:41:04 PM)
ZBrush has a very good plugin called Decimation Master. It is better than the automatic optimization in max. Mainly because it keeps details where they are needed and removes more polygons on larger flatter surfaces.
Not sure about CAD-meshes though.
I once got a gig where I was supposed to optimize a 3 million poly Car that was created in a CAD program. Problem was that the whole mesh was broken. Automatically optimizing it was impossible. Not sure if the guys who exported it made some mistake or if CAD-stuff is automatically borked when exported to OBJ.
Either way, I had to retopo everything from scratch using Topogun and then bake normalmaps and diffuse from the original highres version.
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read 2420 times
9/7/2011 6:51:11 PM (last edit: 9/7/2011 6:51:11 PM)
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