RedPhantom opened this issue on Aug 21, 2014 · 9 posts
Fugazi1968 posted Fri, 22 August 2014 at 5:27 AM
Hi Red Phantom
I had similar problems, though not to that extent. I decided that I'd delete and mesh that caused pokethrough, though not to use the auto delete option with combine figures.
Before combineing the figures I used the grouping tool to remove polygons that are obscured by clothing. Then combine the figures into one figure for export.
1 Select the a clothing item and right click on it, select display styles-wireframe from the context menu. Repeat for all clothes.
2 Select the main figure and open the grouping tool. Select a bodypart, it should show up red, meaning the polygons are selected. If the whol group is covered by clothes, use the Delete button at the bottom of the Grouping tool to delete them. If it is only partially obscured then use the - selection option and deselect and polygons you want to delete. Hit the Delete button then click Add all to make sure the polygons are added back to the group.
3 Repeat step 2 for all bodyparts :)
Unless you are going to be adding different clothes to your character in the game environment, I don't think you'll need to worry about whether there a polygons under the clothes or not.
On a game engine note reducing Polygons is a good thing, the lighter the mesh the easier it will be for your game to handle. The Unity game engine (the free one anyway) has a limit on polys in a figure (, anything over that it will split into a second mesh. While Unity will behave as if it were one model, I think it's best to keep it to one, to avoid unforseen complications later :)
Sadly my aging brain doesnt remember the limit, but this Unity page gives some ideas on polycounts to aim for.
http://docs.unity3d.com/Manual/ModelingOptimizedCharacters.html
Hope that helps
John
Fugazi (without the aid of a safety net)
https://www.facebook.com/Fugazi3D