I was triying to lower tris by dissolving in blender but it didnt help. Does anyone knows how to dissolve right in blender.
I would say as a way to better yourself as a game artist you should try to make your low poly models by hand. It really the only way to really learn about low poly modeling.
I'm guessing Dissolve has the same function as Reduce in Maya? If thats the case then I would only use it sparingly. Most of the time I get my LOD1 as low as I can and then maybe use Reduce once. In my experience using Reduce/Dissolve too much can completely wreck your topology and possibly your UVs.
Ignore all that if Reduce and Dissolve are completely different
@waffles: thx it will help @kite: I did the lod0 and I was triying to make it lod1.
I understood that. Making lod's is very important. Since Dota uses them differently than most games you can get away with changing and collapsing verts and using automated optimization as the only time you go from lod0 to lod1 is using the hero cam. In general you should understand fundamentals of lods so this can be used in applications outside of dota. Nothing will beat hand done optimization. Again dota treats lod's differently, but this will help you understand the fundamentals of lods in general https://developer.valvesoftware.com/wiki/Level_of_detail
Hmmm I've been using Blender a bit and so far I've found 3 ways to reduce your tris, all of which I consider better than dissolving:
a) Use the Decimate Modifier. That will decrease your overall tri count evenly over the model but screw your UV maps up.
b) Use the Polyreducer Script in Blender 2.48b (won't be included in later versions). It works similar to the Decimate modifier but you can basically enter a target tri count and it will reduce your mesh while keeping the UV map.
c) You can export the mesh as an .obj file and manually reduce the tris by using the inverse subdivide brush Sculptris has.
Replies
I would say as a way to better yourself as a game artist you should try to make your low poly models by hand. It really the only way to really learn about low poly modeling.
@kite: I did the lod0 and I was triying to make it lod1.
Ignore all that if Reduce and Dissolve are completely different
I understood that. Making lod's is very important. Since Dota uses them differently than most games you can get away with changing and collapsing verts and using automated optimization as the only time you go from lod0 to lod1 is using the hero cam. In general you should understand fundamentals of lods so this can be used in applications outside of dota. Nothing will beat hand done optimization. Again dota treats lod's differently, but this will help you understand the fundamentals of lods in general
https://developer.valvesoftware.com/wiki/Level_of_detail
a) Use the Decimate Modifier. That will decrease your overall tri count evenly over the model but screw your UV maps up.
b) Use the Polyreducer Script in Blender 2.48b (won't be included in later versions). It works similar to the Decimate modifier but you can basically enter a target tri count and it will reduce your mesh while keeping the UV map.
c) You can export the mesh as an .obj file and manually reduce the tris by using the inverse subdivide brush Sculptris has.