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Rick

Reducing model poly count

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Just curious if it's "easy" to reduce a models (animated and all) poly count? Can this be done in UU3D with a couple clicks of the mouse (I'm hoping smile.png )?

 

Just trying to anticipate any issues for mobile.

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When you simplify a model, you create a new mesh. So you would then need to weight paint the mesh to the bones. I use Mesh Lab. It is free open source. I have used it for a long time and it works great.

http://meshlab.sourceforge.net/

 

 

http://youtu.be/PWM6EGVVNQU

 

 

Edit: Sorry, When I say I use Mesh lab I mean for the simplification and or decimation process. I would then use blender to weight paint.

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Nice ..didnt know about this program ..thanks for the info and the link.

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3D Coat in retopology mode have the fusion tool :

You click on edges to merge vertices, fast, easy.

Zbrush have decimation master, but it's lot mroe for super hight models.

 

@Rick :

For mobile, you should do it manually as i presume you won't start with high res models ?

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UU3D has a polycount reducer slider under "3DTools -> PolyReduce Model...". You can remove an quite amazing amount of polys before you can even see a visual difference.

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Nice ..didnt know about this program ..thanks for the info and the link.

 

No problem. It is mainly used for laser scans that are rather large in poly count. I think the highest was 10 million triangles.

 

UU3D has a polycount reducer slider under "3DTools -> PolyReduce Model...". You can remove an quite amazing amount of polys before you can even see a visual difference.

 

@ Canardian- I have never used UU3D. For a model with bones, does it automatically re-weigh the vertice to the bones?

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Rick, when you reduce a models poly count (decimate) you are creating a new mesh. And in doing so you will lose the topology in your model. When it comes to unanimated models this is fine. But for models that will be animated like a character or other models that will bend. The models will have a certain topology to make the bending (animation) look good. For example where ever the model will bend in animation like fingers, wrist, elbow, shoulder, knee there are a few extra loops and or specially shaped polygons. If you change the topology (decimate) it may not animate it in a pleasant looking way. Although depending on what type of game you are making (FPS or Third person) the camera may not be close enough to tell a difference.

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I have UU3D so I'll give this a try as the first "easy" solution (again if I even need to for mobile, the models might be fine as is, haven't tested yet). If I need to reassigned the weights then I have a guy who can help with that and will hit him up.

 

Thanks all for your answers!

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I would second mesh lab. Mesh lab keeps topology and I have used for many high poly to low poly meshes. It's always used in my workflow. And it's free.

 

Andy

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In UU3D when I do reduce poly menu option it says "Your model must be triangulated first". So where is the menu option to triangulate smile.png. I don't know what this means or how it would be done.

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Oh I see, triangulate face. Got it thanks! This looks like it keeps the animation just fine. Very nice!

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Oh I see, triangulate face. Got it thanks! This looks like it keeps the animation just fine. Very nice!

 

 

 

 

Good deal! Must be some sort of vertex disolve then recalculate faces.

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I strongly recommend using the "decimate modifier" in Blender. you can literally have half as many polys and maintain topology. It is a life saver.

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