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I have a head with morph shapes, but they're quite high in poly count.
I tried reducing each head through the MultiRes modifier, but this changes the topology, vert order.
I tried adding a MulitRes on the morph stack, which does maintain the morph shapes and reduces the poly count. but now my scene files are tripled in size.
Any recommendations for reducing hi- rez heads and morph shapes without using the MultiRes?
read 432 times
10/12/2011 6:48:47 AM (last edit: 10/12/2011 6:48:47 AM)
googled. pretty old thread tho
in the sidelinks u can find the shitload of retopology tuts
hope it helps
read 414 times
10/12/2011 10:51:56 AM (last edit: 10/12/2011 10:55:55 AM)
how is he bridging those edges? custom key commands?
- Mike Sawicki
read 404 times
10/12/2011 11:16:59 AM (last edit: 10/12/2011 11:16:59 AM)
Never used graphite tools.
But this workflow looks dam nice.
read 390 times
10/12/2011 12:56:15 PM (last edit: 10/12/2011 12:56:15 PM)
Thanks.. I'll check out those links.]
The Retopology tool looks interesting
read 367 times
10/12/2011 8:25:25 PM (last edit: 10/12/2011 8:25:25 PM)
you could make a lower poly head and use the higher poly heads (with the morph targets intact) with a skin wrap- then it's just a case of animating the low poly head and the higher poly head will follow the movement- and the morph targets will be accessable through the higher poly
read 363 times
10/12/2011 8:41:26 PM (last edit: 10/12/2011 8:41:26 PM)
..but animating the head alone is not so much a problem in terms of ploy count heaviness.. I could easily hide the geometry altogether and animate the bone...
I was just looking to see if there was a way to down res an existing head with morphs.
read 344 times
10/14/2011 9:00:08 AM (last edit: 10/14/2011 9:00:08 AM)
still didn't get why that multires wasnt an option.
heavy scene.. well u have a small hdd or what?
read 342 times
10/14/2011 9:03:59 AM (last edit: 10/14/2011 9:04:13 AM)
The scenes are quite heavy.. one scene with 4 characters is about 200 mb. In some cases I'm using cloth, which bumps up the count. (that's if it's not deactivated before saving)
but I'm concerned that MultiRes on these characters will easily increase this to close to a Gig per scene.. I'm making an animation sequence and expect to have countless scenes.
But i agree that MultiRes is still the only option to animate with morphs. So long as I remove it from the scene before saving.
I'll do some tests to see if its feasible.
read 321 times
10/15/2011 7:18:58 AM (last edit: 10/15/2011 7:18:58 AM)
throw some pics here.
I am starting to get curious lol ))
read 299 times
10/15/2011 8:40:51 PM (last edit: 10/15/2011 8:40:51 PM)
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