Author : jdvi


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snap.crackle.pop's Avatar
Old (#1)
I modeled a medium/highrez head for a normal map.

I would like to know what are good ways to optimize it so i can have a lowpoly out of it ? is there anything that some of you guys do/use to de-rez a head ?

or do you just re-start from scratch and rebuild something around the highrez one.

thanks
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Offline , triangle, 268 Posts, Join Date Sep 2005, Location Montreal - Qc  
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snap.crackle.pop's Avatar
Old (#2)
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Offline , triangle, 268 Posts, Join Date Sep 2005, Location Montreal - Qc  
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fritz's Avatar
Old (#3)
as far as i know there are multiple ways to go about it. you could use another software option such as polyboost or that retypo-thingy that's floating around. they have tools to draw typology right over your HR. i usually have a pretty OK set of loops and rings. so i just delete loops and rings fast with hotkeys....then look at areas i might need to add a little geo here and there.
Offline , polygon, 675 Posts, Join Date Aug 2005, Location chicago IL  
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snap.crackle.pop's Avatar
Old (#4)
thanks for the reply fritz, but what's that retypo thingy your talking about ?
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Rob Galanakis's Avatar
Old (#5)
Topogun.

There is an artist who is on the Autodesk master class CD, about 'next gen faces' or something. He takes a head like that, with slightly more polygons, and just selects every other edgeloop and removes it, and uses that as the low poly... personally I think sculpting, then re-topo is much quicker with much better results... I cringe every time I think about him giving seminars...

I would just select and remove loops, or, like has been stated, re-topo it.
Offline , polycounter, 927 Posts, Join Date Jan 2007, Location Reykjavik, Iceland  
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fritz's Avatar
Old (#6)
yes...TOPOGUN is what i was thinking of...thanks professor. and yes, DO NOT do what that sutodesk master class dude does. you must think about which ones to delete. that's kinda sad some dude on a master class CD does that.

here's the topogun site:

http://www.topogun.com/
Offline , polygon, 675 Posts, Join Date Aug 2005, Location chicago IL  
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snap.crackle.pop's Avatar
Old (#7)
thanks to you Fritz and Professor

I think im done now, i used the optimize modifier in 3dsmax, at first it does a massacre of you mesh but i deleted one side and worked from there to clean up the whole thing, im going to use this from now. Worked great.

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snap.crackle.pop's Avatar
Old (#8)
Just an other question

Where is the polycounter under 3dsmax ?

i know the "7" button but i never managed to find the real polygon counter box, sorry im a lightwave user.
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Slum's Avatar
Old (#9)
Go to the utilities tab (far right), then click the "more" button. from there, choose polygon counter.
Offline , veteran polycounter, 3,637 Posts, Join Date Jul 2005, Location Texas  
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MoP's Avatar
Old (#10)
It is in the Utilities tab on the far right, look for Polygon Counter.
Edit: Beaten to the punch AGAIN! [img]/images/graemlins/frown.gif[/img]
Offline , MoP, 11,603 Posts, Join Date Oct 2004, Location London, UK  
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snap.crackle.pop's Avatar
Old (#11)
Don't worry Mop any help is surely always welcome.

Thanks to everyone on this one.

Ok Ninja Edit: i see where you guys are leading me but i see no "polygon counter line" ... is this normal ? im using Max 9

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SuperOstrich's Avatar
Old (#12)
Polygon Counter is gone in Max9 as far as I can tell. The best way to get poly stats is to enable them in the viewport. Right-click your viewport name in the upper-left and go to Configure/Statistics. Set the items you want and click on "Show Statistics in Active View."
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Offline , triangle, 312 Posts, Join Date Mar 2006, Location Woodland Hills, CA  
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fritz's Avatar
Old (#13)
i may be wrong on this one...but don't you have to download it as an extension like probooleans? i could be wrong. but that was my first thought.

haha. sorry, i thought you said polycruncher. disregard.
Offline , polygon, 675 Posts, Join Date Aug 2005, Location chicago IL  
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snap.crackle.pop's Avatar
Old (#14)
Thanks SuperOstrich, but tell me why would Autodesk remove their polycounter ? this is a good tool, and if it worked well why would they ditch it ?
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rooster's Avatar
Old (#15)
with high poly objects using polycounter actually slowed things down. its not gone really just integrated into the viewport info
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Offline , Counter of Polys™, 6,427 Posts, Join Date Dec 2004, Location Newcastle, uk  
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