Reducing Polys... [message #-988260] |
Fri, 27 December 2002 06:11 |
|
How can I reduce poly's in an object? (Other than deleting stuff) Also, how can I reduce lag on a map, other than VIS?
|
|
|
Reducing Polys... [message #-988259] |
Fri, 27 December 2002 06:32 |
|
Optimise your meshes - find and remove unnecessary/unseen polygons (You'll have some, trust me - mainly backfaces). Reduce the number of sides on curved surfaces - smoothing groups will keep them looking rounded.
In short, go round everywhere - you should be able to save 20\%-50\% this way (depending on how you made things)
|
|
|
Reducing Polys... [message #-988258] |
Fri, 27 December 2002 06:39 |
|
yeah, It's basically just deleting whatever you can't see. And never make a cylinder with more than 3 sections and/or 18 sides
|
|
|
Reducing Polys... [message #-988257] |
Fri, 27 December 2002 06:46 |
|
quote: smoothing groups will keep them looking rounded.
When you say "Smoothing groups" does that mean using the Smoothe Mesh modifier?
|
|
|
Reducing Polys... [message #-988256] |
Fri, 27 December 2002 07:56 |
|
No, smoothing groups just smooths the transition between adjacent sides that have the same smoothing group number, giving the appearance of a curve.
|
|
|
|
Reducing Polys... [message #-988254] |
Fri, 27 December 2002 07:08 |
|
If anyone want's my Prism tower model... then give me your E-mail adress so I can send my model to you.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Reducing Polys... [message #-988242] |
Sat, 28 December 2002 07:06 |
|
yeah thats good for its amount of polys, does need decreasing. I remeber when i did my first model, never thought a second about "too many polys= really really bad." my first model was about 12,000
|
|
|