hi there, i have a high poly tank model and a low poly version of it. the treads on the tank on the low poly version are coming out at like 70,000 polys after me removing all unnessasasy verts, which i know is way to high. does anyone have any creative solutions to lowering the poly count at all without ruining the high to low bake?? also the whole low poly tank comes out at 140,000 polys. is that high by today's standards?? any help would be much appreciated. Thanks
David
Replies
Instead of mutilating it, I would consider starting over and retopo the hi-poly, with more discipline on what needs to be there. Remember-- with the lowpoly you're basically building a silhouette, everything else can be put into maps.
140k tri is definitly kind of high, even by today standard.
Depending on how low you want to bring this it might not be possible for you to only cut down the polycount without having to rebake at the very least.
Depending on how the mesh is you can count polycount by going through the model and collapsing rings through the whole model while still trying to keep everything uniform.
Otherwise a good way (and probably cleaner depending of your model) would be to straight up retopologise, re-uv and rebake.
I'd suggest you bake the track down to a strip shaped bit of geometry and then see where you are.
For the rest of it, the important thing to maintain is sillhouette. I often put a fully emissive shader on an object , orbit around it and remove anything that doesn't stick out. Other times I'll just build a cheap model from scratch rather than try to strip loops out.
At this point in time there don't seem to be any really effective automatic LODders for hard surface assets - you can do rapid prototyping pretty effectively but the results aren't a patch on what an artist can achieve by hand.
http://wiki.warthunder.com/index.php?title=Creating_a_3D_tank_model#Tracks
You could create a simplified cylinder "wheel" and normal map the front details. that would save at least 5-10k polys, or you can save a lot of polys by normal mapping the inner "round" gears to the tank base. Chances are the gamer will never see those gears up close anyway. That would cut your entire poly count probably by half. Also all those small details on the front hood can probably be normal mapped onto geometry "strips" that would knock off an additional 5-10K polys.
But honestly, that is a very nice, clean game model- nice work!
http://polycount.com/discussion/178044