View Full Version : Reduce Polygon
Feb 22 2010, 16:33
i just want to know if there is a way to reduce the polygons from a model.
I need it for the distance model change for my models, i mean in o2 you can create more models for different distance ingame (low poly , high poly) so i want to know if there is a way to do that with o2 or do i have to remodel all stuff with less polygons?
sry for the bad english
Feb 22 2010, 17:37
Appart from merging points, you can't do much effective model reducements in O2. Even merging points in O2 screws up the UV in most cases.
I would suggest you check out some other 3D application as they offer better model reducement (manual - auto) tools.
Not sure if such free programs as Blender? do a good job at it.
You deffinatly don't need to rebuild your model. I would even dair to say, if you need to rebuild your model, "you are doing it wrong". Some times there is no other way around it, but while making your main model, i most of the times keep model reduction in mind. Same when unwrapping (making UV that is).
The most common manual technique to reduce a model is removing edges (modo and other programs allow that without effecting the UV..at least if the edge isn't part of the UV island border) and merging edges/points.
A rule i always try to hold myself on is when making cilinder based items, i always use a 4/8/16/32/64 segment cilinder. Those are very easy to recude without screwing up the uv of that shape...
Small things, but big time savers if you have some eye for detail/quality.
Feb 24 2010, 12:37
As DaSquade has said, O2 isnt great for poly reduction. What kind of model is it you are reducing?
I do occasionally use O2 for creating distant LODs by merging points (when I'm being a bit lazy). Anyway, if you did want to try it in O2 selected whatever you want to reduce and go to "points" then "merge points".
On that you can select how close the points must be to be merged, not too sure how the "detect" button works but it might attempt to half the number of polys. Either way often it does muck up you UV Mapping which is why if you do use it, its best to keep to to very distand LODs...
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