I have had pretty good success using the multi res modifier in max, but need to do a bit of manual cleaning up on top of that to make the topology look 'pretty'.
Are there any any better methods. out there
I have "Collapse" set to the C key. It's pretty much all I use for manual optimisation.
Usually I use MultiRes or Optimise to see which areas of my meshes the software "thinks" would look the same with less polys, then go in and manually clean up those areas, to preserve mesh integrity (for deformation, etc.).
I can't think of any other way of getting "good" results.
I tried it manually at first using target weld and collapse verts.
looked a bit crap as I strayed a bit too much from the shape, so I figured multi res would a least preserve some of the meshes integrity.if only it treated both sides of a character mesh equally. it always is slightly uneven
so , another long day tomorrow. cheers for the reply MOP
Thanks for the tips guys, I always pick up stuff here that I wasn't aware of.
We are using max 6 at the moment, so we haven't got the fancy max 7 extras yet unfortunately.
But anyhow I managed ok after much head scratching. Building the lods is the 'easy' bit, but making sure the textures stay aligned throughout the set is the hard part.
There is bound to be some 'popping' but I think I did it ok.
I had to skin the characters/lods afterwards and do all sort of other headache inducing stuff this week.
learned quit a bit though and the value of maxscript
When using the remove tool on verts, it's wise to remove the edges surrounding it or just have 2 visible edges attached to it i.e. if it's on a uv seam- when you remove it, there should be no probs with uvs moving around, unless that vert was part of a corner or curve
ta for that Chunkey
Astro Zombie -I know that max has had editable poly since version 5 , but was n't aware of the 'remove' feature.
I have shyed away from edit poly . I am addicted to unhiding/hiding edges to make pretty quads
It's not really the same as optimizing, but re-building topology in Silo using the topology brush is a great way to build elegant lo-poly models from higher res models.
Replies
Usually I use MultiRes or Optimise to see which areas of my meshes the software "thinks" would look the same with less polys, then go in and manually clean up those areas, to preserve mesh integrity (for deformation, etc.).
I can't think of any other way of getting "good" results.
looked a bit crap as I strayed a bit too much from the shape, so I figured multi res would a least preserve some of the meshes integrity.if only it treated both sides of a character mesh equally. it always is slightly uneven
so , another long day tomorrow. cheers for the reply MOP
We are using max 6 at the moment, so we haven't got the fancy max 7 extras yet unfortunately.
But anyhow I managed ok after much head scratching. Building the lods is the 'easy' bit, but making sure the textures stay aligned throughout the set is the hard part.
There is bound to be some 'popping' but I think I did it ok.
I had to skin the characters/lods afterwards and do all sort of other headache inducing stuff this week.
learned quit a bit though and the value of maxscript
http://www.phoenixgrafik.de/coding/MeshAK.zip
this allows you to target weld while preserving UVs.
also there are a couple of scripts for dissolving edges (and removing the verts left behind) which also preserve UVs where possible.
http://www.flamefx.com/
- Steve
been using it a lot lately, works a treat
We are using max 6 at the moment, so we haven't got the fancy max 7 extras yet unfortunately
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Max has had Editable Poly and the "remove" tools since version 5.
Astro Zombie -I know that max has had editable poly since version 5 , but was n't aware of the 'remove' feature.
I have shyed away from edit poly . I am addicted to unhiding/hiding edges to make pretty quads