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Doing some Low Poly for a job I'm working on.
show user profile  gogodr
I'm doing some Augmented Reality with FLART and papervision3D. It is not a new thing but I got hired to implement it and see a way to use it for publicity.

anyways here is what I have done for the demo.

456 tris.
There is a lot of optimization to do I would say that I could half the tris count or 1/3 it.

I haven't loaded the non optimized model yet, if it runs smoothly I wont optimize it since it is just a demo, if I see some trouble handling the model I'll just have to do it..

Hello there

beautiful ;3

read 1213 times
2/8/2011 11:31:04 PM (last edit: 2/8/2011 11:31:04 PM)
show user profile  9krausec
looks great! bump map or normal mapping?

- Portfolio-

read 1202 times
2/8/2011 11:49:21 PM (last edit: 2/8/2011 11:49:21 PM)
show user profile  gogodr
bump map

Hello there

beautiful ;3

read 1195 times
2/8/2011 11:58:07 PM (last edit: 2/8/2011 11:58:07 PM)
show user profile  gogodr
got the main engine working now.
now I have to prettify it

-no bump map applied yet

Hello there

beautiful ;3

read 1153 times
2/11/2011 2:10:21 AM (last edit: 2/11/2011 2:33:35 AM)
show user profile  mrgrotey
Looks ok but then you could stick a photo of it on a flat plane and a single screengrab would look exactly the same. If you implement it and it runs ok at that tri-count, then I'd seriously consider optimising it then putting those optimised tris back into the model to make it better in other ways. You are right that you could probably that down to half but you have got some serious issue with your silhouette. The whole skill of low poly modelling is making it look like the high poly version but with less tris. Normal maps help with the surface details(and are a hell of a lot more effective than bump maps, look into them if whatever you are using can handle normal maps) but you need to pay a lot more attention to the outside edges to make the forms.

What I'm getting at here is your curves edges in particular i.e. the top and bottom curves are ridiculously blocky when they needn't be. Take the unneeded tris out and add them into the curves to give those better form. If an edge/vert doesn't help towards the silhouette and general form, them remove it, its completely wasted and other areas will always benefit from it.

I don't see the fact that its a demo as a reason to make a substandard model to be honest. Maybe that's just me :)

read 1119 times
2/11/2011 9:49:44 AM (last edit: 2/11/2011 9:51:23 AM)
show user profile  Pil
You got around 72 tris on the head alone that are not adding to any details.
Get rid of them.

read 1107 times
2/11/2011 10:34:05 AM (last edit: 2/11/2011 10:34:05 AM)
show user profile  Dave
Yer, as Grotey has said... take out every single un-used tri (and there are a lot of them on your model), and then pour those back in, in areas where it will improve the model. There is no reason to not make something look better if it uses the same amount of resources.

"I flew over Egypt once"

read 1089 times
2/11/2011 2:11:09 PM (last edit: 2/11/2011 2:11:09 PM)
show user profile  gogodr
after I get the bump map working into the engine today I'll work on optimizing the model and then there is some texture work I need to do.

here is the optimized one

let me know if there is any way to lower the tri count more, thanks. :3

Hello there

beautiful ;3

read 1071 times
2/11/2011 5:21:50 PM (last edit: 2/11/2011 6:21:56 PM)
show user profile  TheShrike
Gogdor, could I ask you, how did you make the bump map for this object? did you take the diffuse and run it through a filter of some sort to get the bump? That is not sculpted detail on the object from zbrush is it?
read 1039 times
2/12/2011 3:21:10 AM (last edit: 2/12/2011 3:21:10 AM)
show user profile  gogodr
took the difuse to photoshop, desaturated a little, made some levels adjustments and a black and white filter.

update:: Looks like the 3D engine doesn't support bump maps on custom models... only on spheres and cubes... that sucks

I'm using Papervision3D if anyone knows how to do it I would REALLY appreciate the help D:

Hello there

beautiful ;3

read 1033 times
2/12/2011 3:39:35 AM (last edit: 2/12/2011 3:41:24 AM)
show user profile  mrgrotey
k, you got some of the way there but there is more if you're up for it.

All the red dots/verts can definitely go without losing any form of your model.
The green dots and possibly go but I cant tell if they add anything without seeing the model. Does the far right one make the surface bulge out/dip in? if not get rid of it, its wasted. Same goes for the one on the far left. The ones around the middle seem to make it curve outwards very slightly but its virtually insignificant so you decide on that.

target weld all the red ones away though (on both sides)

read 1025 times
2/12/2011 9:20:55 AM (last edit: 2/12/2011 9:21:36 AM)
show user profile  gogodr
thanks, I didn't notice that.
there are this ones which I don't know how to handle though...

I think that structure is the one that gives me less tris and let me keep the detail I need

Hello there

beautiful ;3

read 1007 times
2/12/2011 6:52:16 PM (last edit: 2/12/2011 6:52:16 PM)
show user profile  Garp
If the model doesn't need to be a continuous surface, the parts in the middle can each be replaced by a simple box. You can then delete some polys that are not visible (i.e the top polys of the two vertical boxes and the side polys of the small box between them).

read 1003 times
2/12/2011 7:10:57 PM (last edit: 2/12/2011 7:10:57 PM)
show user profile  mrgrotey
No verts are better than one vert.

Minor but true

read 999 times
2/12/2011 7:28:35 PM (last edit: 2/12/2011 7:28:35 PM)
show user profile  Garp
Exact same silhouette.

read 989 times
2/12/2011 8:08:32 PM (last edit: 2/12/2011 8:08:32 PM)
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