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created Optimizing highpoly head for normal mapping ?
on 04-17-2007 10:38 AM
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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, triangle,
268 Posts,
Join Date Sep 2005,
Location Montreal - Qc
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created Re: Optimizing highpoly head for normal mapping ?
on 04-17-2007 10:40 AM
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, triangle,
268 Posts,
Join Date Sep 2005,
Location Montreal - Qc
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created Re: Optimizing highpoly head for normal mapping ?
on 04-17-2007 10:53 AM
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.
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, polygon,
675 Posts,
Join Date Aug 2005,
Location chicago IL
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created Re: Optimizing highpoly head for normal mapping ?
on 04-17-2007 11:14 AM
thanks for the reply fritz, but what's that retypo thingy your talking about ?
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, triangle,
268 Posts,
Join Date Sep 2005,
Location Montreal - Qc
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created Re: Optimizing highpoly head for normal mapping ?
on 04-17-2007 11:39 AM
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.
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, polycounter,
927 Posts,
Join Date Jan 2007,
Location Reykjavik, Iceland
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created Re: Optimizing highpoly head for normal mapping ?
on 04-17-2007 12:19 PM
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/
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, polygon,
675 Posts,
Join Date Aug 2005,
Location chicago IL
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created Re: Optimizing highpoly head for normal mapping ?
on 04-17-2007 12:25 PM
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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, triangle,
268 Posts,
Join Date Sep 2005,
Location Montreal - Qc
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created Re: Optimizing highpoly head for normal mapping ?
on 04-17-2007 12:27 PM
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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, triangle,
268 Posts,
Join Date Sep 2005,
Location Montreal - Qc
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created Re: Optimizing highpoly head for normal mapping ?
on 04-17-2007 12:30 PM
Go to the utilities tab (far right), then click the "more" button. from there, choose polygon counter.
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, veteran polycounter,
3,637 Posts,
Join Date Jul 2005,
Location Texas
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created Re: Optimizing highpoly head for normal mapping ?
on 04-17-2007 12:31 PM
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]
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, MoP,
11,603 Posts,
Join Date Oct 2004,
Location London, UK
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created Re: Optimizing highpoly head for normal mapping ?
on 04-17-2007 12:49 PM
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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, triangle,
268 Posts,
Join Date Sep 2005,
Location Montreal - Qc
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created Re: Optimizing highpoly head for normal mapping ?
on 04-17-2007 01:06 PM
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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, triangle,
312 Posts,
Join Date Mar 2006,
Location Woodland Hills, CA
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created Re: Optimizing highpoly head for normal mapping ?
on 04-17-2007 01:07 PM
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.
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, polygon,
675 Posts,
Join Date Aug 2005,
Location chicago IL
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created Re: Optimizing highpoly head for normal mapping ?
on 04-17-2007 01:21 PM
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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, triangle,
268 Posts,
Join Date Sep 2005,
Location Montreal - Qc
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created Re: Optimizing highpoly head for normal mapping ?
on 04-17-2007 01:26 PM
with high poly objects using polycounter actually slowed things down. its not gone really just integrated into the viewport info
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, Counter of Polys™,
6,427 Posts,
Join Date Dec 2004,
Location Newcastle, uk
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