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Post by Furkan on Dec 16, 2017 0:00:32 GMT -5
So let’s say we already have the mesh from MD but we didn’t make the arrangements and it ended up with a high poly count is there a way to reduce in in blender?
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Post by Leniad on Dec 16, 2017 0:21:42 GMT -5
use the add modifier "wrench" tool and add decimate, there is a ratio under the modifier you use to reduce poly count. I usually export the finished product as obj file and re-import, to ensure the polys stay gone. LOL
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Post by Furkan on Dec 16, 2017 1:02:46 GMT -5
Thank you so much I will try it when I’m back home from work! And when should I do the reducing is it ok if i do it right before texturing?
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Post by Feyona on Dec 16, 2017 18:13:56 GMT -5
Furkan, yes, it's okay to reduce polycount after uv mapping and texturing. Your uv won't be ruined. You can reduce the second lod (LOD1) by 20%, 3rd by 40% and the last one can look pretty bad but it doesn't really matter because it is rendered when you zoom out really far. But there is a huge but when it comes to MD meshes. When you make a mesh in MD you end up with a lot of tris and ugly edge flow that will cause ugly deformation in the game (poking triangles). You need to retopologize the mesh in order to make it look better in the game. Decimating is not an answer here. It certainly helps reducing polycount but it's not optimal for game engine and also it look worse than retopologized model. See this tutorial and this. Good news that you can use your high poly model for baking beautiful bump map.
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Post by Furkan on Dec 17, 2017 14:15:57 GMT -5
Thank you for a detailed answer I’m looking forward to be able to do what you say thanks again!
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Post by Deleted on Jan 23, 2019 19:50:20 GMT -5
Thank you for a detailed answer I’m looking forward to be able to do what you say thanks again! Do you know if you lower the poly count, the mesh loses its quality? Would it look less detailed considering the decreased poly count?
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Post by Feyona on Jan 23, 2019 21:30:05 GMT -5
Thank you for a detailed answer I’m looking forward to be able to do what you say thanks again! Do you know if you lower the poly count, the mesh loses its quality? Would it look less detailed considering the decreased poly count? Low poly/lower poly doesn't mean low quality. In game standards it is actually the opposite. Too high poly is low quality for the game, it may cause lagging and well-meshed low poly mesh with correct topology and texture will look exactly the same as high poly mesh, but will morph and perform much better.
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Post by Deleted on Jan 23, 2019 22:29:40 GMT -5
Do you know if you lower the poly count, the mesh loses its quality? Would it look less detailed considering the decreased poly count? Low poly/lower poly doesn't mean low quality. In game standards it is actually the opposite. Too high poly is low quality for the game, it may cause lagging and well-meshed low poly mesh with correct topology and texture will look exactly the same as high poly mesh, but will morph and perform much better. Oh ok. I just converted a mesh that I imported into S4S and it took a loooongggg time for it to show up, at least 15 minutes straight. Even in blender, it hints that the mesh contains a lot of poly counts. I was afraid to test this CC mesh in my game. Cause it will crash and lag my game for sure.
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Post by Feyona on Jan 24, 2019 4:29:19 GMT -5
It is a bad sign if it took 15 minutes to import a mesh. If it's a mesh that was made in MD and was not retopologized then it needs to be retopologized. Then poly count can be reduced by selecting and deleting loops. How many polys does that mesh has?
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Post by Deleted on Jan 24, 2019 11:31:03 GMT -5
What is a "uv_1" why is it important for your CC?
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Post by jwofles on Jan 24, 2019 15:23:15 GMT -5
What is a "uv_1" why is it important for your CC? The uv_1 map is used for morphs, so that clothing adjusts to the body weight of thinner/fatter sims.
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