I have a pretty big model here, with over 100,000 vertices and 200,000 faces, that i'm trying to make usable for Unreal Engine. About 5000~7000 would be ideal, however, i'm not sure which technique i should use to reduce the model, so that's why i'm asking here.
I already tried doing it by hand, but i underestimated the work involved and it would take a very long time. After that i started researching about retopology, since automated polygon reducing tools would clearly not help. After a few dollars spent on video tutorials and ebooks, i still can't understand how retopology works, and no matter what, my attempts to create a low-poly version of my high-poly model, through retopology, always fail.
I tried the TopoGun demo, as well the 3D Coat demo. Both software look good, but none of their retopology approaches actually helped me out. I also tried zBrush, but it looks awfully complicated and i haven't got started at all, even with all the high-quality tuts from Digital Tutors and others.
So, people, i'm here asking for help. A pretty desperate guy.
Replies
I always used to do it by hand but retopology tools are really the way forward these days. Mainly they work better for organic models or character models, for environment stuff I still find it faster to do it by hand if necessary in most cases.
I ended up remodeling most of the model, using the original as a template. I just finished the low-poly mesh, and I ended up reducing it to around 30k triangles. MoP's right - maybe post some screens of the model, and give us a little more information?
The model is pretty good, and not messed up. Just big and too detailed. Do you guys know any good tutorials for retopologizing with 3D Coat or TopoGun? I really don't want to spend a lot on software that i won't be able to use, and my trial will end in some weeks. The videos in their websites are just showcasing features, they don't teach how to use them.
What matters is how well you are able to represent the volumes and outline of your character and still remaining in your triangle budget (you said 5-7k) while simultaneously ensuring that you have enough density in the limbs or moving parts anyway, to deform correctly when animated.
Please, post a shot of your whole model, with multiple angles. I'll draw up some stuff for you to help if you'd like.
The one possible problem i see is it reducing high density areas equally with low density areas, to remedy this, exporting areas of the model with similar density would be ideal, thus focusing more on the areas with excessively inefficient polygons.
great example of Decimation master in use
[ame]http://www.youtube.com/watch?v=VCwcimDPZIk[/ame]
In fact, it looks like a lower-poly "control" model that's been smoothed and subdivided, am I right? If that's the case, I'd use your "control" mesh before subdividing as a starting point for the lowpoly. This is how I usually do it for character models and it saves a lot of time.
If not, then definitely learn how to use retopology tools (3d coat, zbrush, topogun, or any plugins for Max & Maya), it will serve you well in the long run. Don't give up just because you don't understand them immediately.
It looks like you're using Blender, does it have any sort of retopology tools or plugins?
Using Decimation Master and other automated tools really don't help. Decimation Master did not decimate the model at all, i don't know why. MeshLab and other reduction techniques screwed up the model, as i expected. I really can't think of anything else rather than retopologizing the mesh. I'm currently googling and getting all the info i can about, so i can do the job well. I do have a little rush on getting the model done, but it's more important for me to be able to do the process myself, and learn, rather than get things done.
retopology process is basically building your low poly model over your hi poly. i,m not familiar with c4d. but, do c4d have snap to vertex function on it? if yes.. then c4d can be used for retopology.
+1 to what ScoobyDoofus said. please post multiple shot of your model here so.. ScoobyDoofus can help you understand the process ;p
btw do you own a copy of zbrush?