angola opened this issue on May 24, 2001 ยท 14 posts
angola posted Thu, 24 May 2001 at 10:05 PM
Wizzard posted Thu, 24 May 2001 at 10:11 PM
tis coming along well angola, nicely detailed 8 ) depending onthe programme you'r emodelling in.. there should be a "vert reducing" script or subprogramme? I have'nt found it my self as the stuff I make ends up in the triple digit 8 ) perhaps with the prog info someone could help ye ?
angola posted Thu, 24 May 2001 at 10:24 PM
It's nearly all done in Poser. I had a desperate need for some primitives (pnevai helped me out with the basic scale used in the body work) so I had to at least work out how to do that in Max - apart from that I'm lost in any 3d software. I'll try exporting and hitting al th butons till I find the right one - usually works! Thanks
pnevai posted Thu, 24 May 2001 at 11:19 PM
Yikes, considering that the primitive I made is only 3Kb, How did you get a monster that big? Ok the problem is that you really can not email an attachemnt larger than about 5 meg as most mail handlers freak out with anything bigger. If you could get it somewhere where it can be downloaded I could try to run it through poly removal. The problem will be that after this process if you have made any UV maps for the object they will no longer map right. It is weird I can not see where you are picking up so many extra poly's to make a file as big as you are getting. Even if you used 300 of my little scales you still only end up with a 900K file and it does not seem that you are using that many. Something other than the scales is adding file size big time. What modeling software are you using? I used Lightwave to create the obj, but I can find my way around 3DS Max as well.
pnevai posted Thu, 24 May 2001 at 11:30 PM
If you are using 3DS max import your object into 3DS MAX. when it is in there,Click on the modify tab (The one that looks like a elbow macaroni) on the right had side. Then click on the MORE button. From the list select optimize. Just let it reduce the mesh with the default values. If you scroll down the tool panel, on the right hand side. Towards the bottom you will see the poly counts befor and after the optimization. With the default values you should see a immediate 50% reduction or so. If you are using Lightwave then I'll have to give you different instructions.
pnevai posted Thu, 24 May 2001 at 11:39 PM
P.S. you may wish to check the box that says preserve smooth boundaries. Try it both ways you will end up with less poly's with it unchecked but may not like the look of the mesh.
gps posted Fri, 25 May 2001 at 1:18 AM
Hope you can resolve the poly-count issue 'cos that's a beautiful-looking model. gps
sparrowheart posted Fri, 25 May 2001 at 6:23 AM
You have done a tremendous job so far, angola. It is absolutely beautiful -- and so detailed too! Courage!! This will be a masterpiece when it is done.
angola posted Fri, 25 May 2001 at 7:04 AM
Thanks for the compliments - I feel enthused to tackle another long and lonely night :-) And thanks to pnevai. Yep, your scale is about the smallest element in there. It's the lacing (red)and really ramp up the count (they add about 70KB to each pair of scales) and then those beck rope thingies tip the scales at over 500KB!!. I knew I had to keep them small, but it's only in the last couple of days that I've discovered how. Thanks for the instructions on reducing the size. Unfortunately I can't get Poser to export a 3ds mesh that Max will open. When I sort this out, I'll be able to get it down to a reasonable 6 Mega, or so ;-/
kiru posted Fri, 25 May 2001 at 11:31 AM
I love it, and have been waiting for some modeller to do this, but I might suggest a non-scaled plate. That would bring down the poly count, and the scaling could be done with textures.
Ihawk posted Fri, 25 May 2001 at 12:40 PM
wow
angola posted Fri, 25 May 2001 at 6:54 PM
Kiru - To be honest I used scales because I didn't know how to make a mesh in the shape of a Do. Scales, on the other hand, I could just slot together, jigsaw style. I could probably do it know as I've had to learn a lot to get this far, but I wouldn't have known if I hadn't started... you know what I mean. People who are looking for samurai armour of a more managebale file size, could talk to Xurge, or Hokusai, (and I think a third person), who I've heard are making sets. Hey, I got a "wow".
kiru posted Fri, 25 May 2001 at 7:29 PM
Oh, that makes perfect sense. Perhaps you could use boolean operations to make all of the scales one piece, that might reduce the poly count considerably. It really is amazing, especially for a first piece. Ill use it polys or no :)
JohnW posted Sat, 26 May 2001 at 8:31 PM
If the ropes at back are so many polys, you might try using a plain cylindrical rope with a spiral bump map in place of a twisted one. Should be just as effective, and a lot less mesh. UV map the cylinder first, and then bend it into place, and the bump map will be easier to draw.