Rick Posted March 9, 2013 Share Posted March 9, 2013 Just curious if it's "easy" to reduce a models (animated and all) poly count? Can this be done in UU3D with a couple clicks of the mouse (I'm hoping )? Just trying to anticipate any issues for mobile. Quote Link to comment Share on other sites More sharing options...
tournamentdan Posted March 9, 2013 Share Posted March 9, 2013 When you simplify a model, you create a new mesh. So you would then need to weight paint the mesh to the bones. I use Mesh Lab. It is free open source. I have used it for a long time and it works great. http://meshlab.sourceforge.net/ http://youtu.be/PWM6EGVVNQU Edit: Sorry, When I say I use Mesh lab I mean for the simplification and or decimation process. I would then use blender to weight paint. 1 Quote Link to comment Share on other sites More sharing options...
BES Posted March 9, 2013 Share Posted March 9, 2013 Nice ..didnt know about this program ..thanks for the info and the link. Quote Threadripper 2920X Gen2 CPU(AMD 12-core 24 thread) | 32Gigs DDR4 RAM | MSI Nvidia GeForce RTX 2070 Stock OCed | ASRock X399 Professional Gaming Motherboard | Triple M.2 500Gig SSD's in Raid0 Windows 10 Pro | Blender | Paint.Net | World Machine | Shader Map 4 | Substance Designer | Substance Painter | Inkscape | Universal Sound FX | ProBuilder | 3D World Studio | Spacescape | OpenSky | CubeMapGen | Ecrett Music | Godot Engine | Krita | Kumoworks | GDScript | Lua | Python | C# | Leadworks Engine | Unity Engine Link to comment Share on other sites More sharing options...
YouGroove Posted March 9, 2013 Share Posted March 9, 2013 3D Coat in retopology mode have the fusion tool : You click on edges to merge vertices, fast, easy. Zbrush have decimation master, but it's lot mroe for super hight models. @Rick : For mobile, you should do it manually as i presume you won't start with high res models ? Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Canardia Posted March 9, 2013 Share Posted March 9, 2013 UU3D has a polycount reducer slider under "3DTools -> PolyReduce Model...". You can remove an quite amazing amount of polys before you can even see a visual difference. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
tournamentdan Posted March 9, 2013 Share Posted March 9, 2013 Nice ..didnt know about this program ..thanks for the info and the link. No problem. It is mainly used for laser scans that are rather large in poly count. I think the highest was 10 million triangles. UU3D has a polycount reducer slider under "3DTools -> PolyReduce Model...". You can remove an quite amazing amount of polys before you can even see a visual difference. @ Canardian- I have never used UU3D. For a model with bones, does it automatically re-weigh the vertice to the bones? Quote Link to comment Share on other sites More sharing options...
tournamentdan Posted March 9, 2013 Share Posted March 9, 2013 Rick, when you reduce a models poly count (decimate) you are creating a new mesh. And in doing so you will lose the topology in your model. When it comes to unanimated models this is fine. But for models that will be animated like a character or other models that will bend. The models will have a certain topology to make the bending (animation) look good. For example where ever the model will bend in animation like fingers, wrist, elbow, shoulder, knee there are a few extra loops and or specially shaped polygons. If you change the topology (decimate) it may not animate it in a pleasant looking way. Although depending on what type of game you are making (FPS or Third person) the camera may not be close enough to tell a difference. Quote Link to comment Share on other sites More sharing options...
Rick Posted March 9, 2013 Author Share Posted March 9, 2013 I have UU3D so I'll give this a try as the first "easy" solution (again if I even need to for mobile, the models might be fine as is, haven't tested yet). If I need to reassigned the weights then I have a guy who can help with that and will hit him up. Thanks all for your answers! Quote Link to comment Share on other sites More sharing options...
Andy Gilbert Posted March 9, 2013 Share Posted March 9, 2013 I would second mesh lab. Mesh lab keeps topology and I have used for many high poly to low poly meshes. It's always used in my workflow. And it's free. Andy Quote The good news about computers is that they do what you tell them to do. The bad news is that they do what you tell them to do. Leadwerks Game-Ready 3D Models:https://sellfy.com/gib3d Link to comment Share on other sites More sharing options...
Rick Posted March 10, 2013 Author Share Posted March 10, 2013 In UU3D when I do reduce poly menu option it says "Your model must be triangulated first". So where is the menu option to triangulate . I don't know what this means or how it would be done. Quote Link to comment Share on other sites More sharing options...
shadmar Posted March 10, 2013 Share Posted March 10, 2013 It's just above polyreduce I think. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
Rick Posted March 10, 2013 Author Share Posted March 10, 2013 Oh I see, triangulate face. Got it thanks! This looks like it keeps the animation just fine. Very nice! Quote Link to comment Share on other sites More sharing options...
tournamentdan Posted March 10, 2013 Share Posted March 10, 2013 Oh I see, triangulate face. Got it thanks! This looks like it keeps the animation just fine. Very nice! Good deal! Must be some sort of vertex disolve then recalculate faces. Quote Link to comment Share on other sites More sharing options...
fumanshoo Posted March 11, 2013 Share Posted March 11, 2013 I strongly recommend using the "decimate modifier" in Blender. you can literally have half as many polys and maintain topology. It is a life saver. Quote Link to comment Share on other sites More sharing options...
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