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Simplify model
show user profile  joblafors
Hello, i have high poly model.
My question is how to simplify it to more low poly? Which tool to use?
Thank you for your help.
read 862 times
2/18/2011 6:47:48 PM (last edit: 2/18/2011 6:47:48 PM)
show user profile  Dave
Depends how high poly it is, and how low poly you'd like it to be.

Feel free to be more vague.

"I flew over Egypt once"

read 859 times
2/18/2011 6:51:01 PM (last edit: 2/18/2011 6:51:01 PM)
show user profile  joblafors
It has 38K vertices / 74k faces.
I don't have exact number how low i want it to go, i just want to experiment. How low i can go and keep relatively good look in my render.

read 851 times
2/18/2011 6:59:31 PM (last edit: 2/18/2011 6:59:31 PM)
show user profile  carrrottt09
Trial and error
read 848 times
2/18/2011 7:01:15 PM (last edit: 2/18/2011 7:01:15 PM)
show user profile  mrgrotey
Other than manual work, the optimise and multires modifiers are your only automated options but they will make a huge mesh of your mesh.

read 847 times
2/18/2011 7:02:37 PM (last edit: 2/18/2011 7:02:37 PM)
show user profile  Dave
Mess* of your mesh. :p

"I flew over Egypt once"

read 842 times
2/18/2011 7:03:48 PM (last edit: 2/18/2011 7:03:48 PM)
show user profile  mrgrotey
no I mean it will scale it up dramatically ...ah ok I typo'd :)

read 839 times
2/18/2011 7:04:38 PM (last edit: 2/18/2011 7:23:49 PM)
show user profile  joblafors
Oh thank you. multires was just the thing i was looking for !
Thank you a lot !
read 837 times
2/18/2011 7:08:40 PM (last edit: 2/18/2011 7:08:40 PM)
show user profile  Mr_Stabby
no human made model has that many control points, you only reach that kind of poly count via subdivision/nurbs rasterization/whatever algorithms and the source material for that is often a good place to start your optimization efforts. when creating something with the purpose of fitting inside a certain performance envelope the workflow will take you to the point where you have reached the limit of geometry you can use and the expression they provide and you have to transition into texturing which can be provided by drawing skills or a high poly version of your model mapped on the low poly one

what im trying to say is that for any realistic purpose you would want to do this you should already have a semi optimized lowpoly version to go to

read 819 times
2/18/2011 8:26:30 PM (last edit: 2/18/2011 8:26:30 PM)
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