Hey guys, Got another question/problem.
I have this highly detailed interior and small portion of the exterior that i modeled. the polycount on it was 917,338 tris. Ive been asked to reduce the tri count to 250,00. The thing is, all the buttons and things that are on the dash, have to remain and keep there smoothness, becuase there will be close up shots, so they cant really be edgy. I've reduced all the meshsmooths down to 1 iteration which took the tri count down to 764,000 tris.
I'm not asking how, i know i just need to start deleting edges, but I just wanted to make sure if the normal maps would still gvie the curves enough curve to not show edges.
I just didnt want to go through this whole model trying to optimize everything, only to find out 250,000 is not going to be reached.
Thanks for any insight.
Replies
You can reach 250K without too much trouble if you bake the low-elevation details to simpler mesh. Like the big flat grill lying before the gear shift, the little windows to the left of the gear shift, the grooves on the knob itself, etc. None of those details need parallax, unless your camera is right up on top of them.
But still, 250K for an in-game mesh? That's insane, doesn't make any kind of sense.
Well actually its not a game, this is going in an engine, but this will be test driven car. Im not allowed to talk to much about it, but a lot of this stuff will be seen as sitting in the drivers seat.
And thank you for the compliment
I have been unwrapping this entire car manually flat mapping, and let me tell you it has not been fun, but thats what I get for being such a noob with the unwrapper
Also here are a couple quickie tuts from Autodesk showing pelt mapping
http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=5903856 (Max 8 )
http://download.autodesk.com/us/3dsmax/2009demos/05%20Mapping.mov (Max 2009)
Sent you a PM, sorry I moved my pelt tutorial. At some point I'll update my site and re-write the tut and add a proper tutorials section.
For anyone else interested here's the link.
http://www.vigville.com/tutorials/PeltMappingTutorial.doc
Mind you it was written for people I work with who kept getting stuck on a few points. The autodesk video tutorial Eric linked to probably does a better job explaining it.
And thanks again for the compliment guys, now If i can just low poly model and unwrap as good as I high poly model, maybe I can stop freelancing and start looking for a real studio job.
Thanks again for all your help
Well I got the polycount down to 273,000, and they are happy with that(Thank God!) I just wanted to say thanks so much for you guy's help and thought I would show you what I had so far normal mapped and textured.
-B