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[3ds Max] Skinning Low Poly create HighPoly

Raildex
polycounter lvl 2
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Raildex polycounter lvl 2
Hi there.
I have a relatively Low Poly Model. This Model is already skinned.
I want to make the Low Poly Model to a high Poly Model. 
Is there a possibility to use the MeshSmooth Modifier together with the Skin Modifier?
At the moment the MeshSmooth Modifier messes the Skin Modifier up(wrong vertices will be weighted)

I want to create different LODs. Setting the MeshSmooth-Level for different LODs would be amazing.

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  • monster
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    monster polycounter
    You cannot use the Meshsmooth modifier the way you describe for use in a game project. (BTW, Meshsmooth is old tech. Use OpenSubDiv (newest) or TurboSmooth)

    To accomplish what you want to do:
    • Clone and collapse the model to Editable Poly.
    • Add the OpenSubDiv modifier and disable Isoline Display. Collapse again.
    • Add a Skin Wrap modifier and Pick the original skinned low poly model.
    • You can edit the vertex envelopes if needed, then click "Convert To Skin"
    I use this skin wrap technique for all my LOD models.
  • spacefrog
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    spacefrog polycounter lvl 15
    For a one time conversions, you also can simply export the skin data to a file ( see advanced rollout in the skin modifier ) and load the data back onto the skin modifier on the hires model. If you untick "Load vertices by index" in the import dialog , skin modifier tries to match the data from the lowres mesh on  the hires mesh using vertex positions. It blends the weights data for all the new vertices on the hires mesh which are not in the saved file.
    This of course works best when topology or mesh outline/appearance has not changed too much.
    Or you can use "Utilities->SkinUtilities" , which does essentially the same
  • menesis
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    I just made a user account here to say: Thank you! This helped me a lot :)

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