I modeled a medium/highrez head for a normal map.
I would like to know what are good ways to optimize it so i can have a lowpoly out of it ? is there anything that some of you guys do/use to de-rez a head ?
or do you just re-start from scratch and rebuild something around the highrez one.
thanks
Replies
There is an artist who is on the Autodesk master class CD, about 'next gen faces' or something. He takes a head like that, with slightly more polygons, and just selects every other edgeloop and removes it, and uses that as the low poly... personally I think sculpting, then re-topo is much quicker with much better results... I cringe every time I think about him giving seminars...
I would just select and remove loops, or, like has been stated, re-topo it.
here's the topogun site:
http://www.topogun.com/
I think im done now, i used the optimize modifier in 3dsmax, at first it does a massacre of you mesh but i deleted one side and worked from there to clean up the whole thing, im going to use this from now. Worked great.
Where is the polycounter under 3dsmax ?
i know the "7" button but i never managed to find the real polygon counter box, sorry im a lightwave user.
Edit: Beaten to the punch AGAIN!
Thanks to everyone on this one.
Ok Ninja Edit: i see where you guys are leading me but i see no "polygon counter line" ... is this normal ? im using Max 9
haha. sorry, i thought you said polycruncher. disregard.