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Post by seaqueen on Oct 17, 2021 1:02:15 GMT -5
Hi! So I have been playing around with making cc the past dew days, but I can't seem to get the poly count lower than about 20k for a simple crop top and lower than 40k for a ballgown I desperately want to make. Here is everything I have tried: - Quadrangulating the mesh in Marvelous Designer and changing it to quads
- Changing unweld tot weld
- Using decimate (This works but only a little bit and it makes the mesh look awful)
- Changing the particle distance to 20(Once again makes the mesh look awful)
I also encountered a problem where my meshes would be exactly 100k% the size it is supposed to be when implementing it to blender, but I fixed this by changing the measurements in MD form mm to m when exporting the OBJ.
Any help would be greatly appreciated! Here is the MD Mesh
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Post by simmerish20 on Oct 17, 2021 5:24:19 GMT -5
SYB shows how to reduce your polycount if you've used quads, here: It's the method I personally prefer both when meshing and when reducing polys (I'll convert the mesh to quads if possible), and it gives a much better result than decimate (I only use that one if the mesh would be too difficult or time consuming to convert into quads).
I usually remove every other edge loop (make sure to keep track of seams, like SYB shows), in both directions. You remove loops until you're happy with the level of detail.
For clothes, this method does keep the seams and animations a bit neater, since you don't get any weird triangles going all over the place like you can get if you go a bit too far with decimate.
(Edited to add: No idea if it helps in MD, but it can be helpful in Blender)
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Post by seaqueen on Oct 17, 2021 6:08:02 GMT -5
Thank you so so much!
I'll check this method out
In the meantime I have discovered the "remesh" option in MD, does anyone perhaps know if this option would cause problems? It reduced the poly count by a lot.
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Post by seaqueen on Oct 17, 2021 6:14:48 GMT -5
I just tried deleting unnecessary edge loops and it actually helps quite a bit! Ty :D
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Post by freeasabird on Oct 17, 2021 6:20:15 GMT -5
You know what I could never figure how to make text in Blender (I have the attention span of a fish) so this vid is great, Thanks
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Post by seaqueen on Oct 17, 2021 6:53:33 GMT -5
Just a quick update! So turns out my problem was the fact that I haven't tried to use decimate on a mesh that was qaudrangulated and remeshed, and that's what caused the mesh to look weird. This combined with deleting edge loops has helped me get to the recommended poly count Tysm simmerish20 for the help btw! I got my 80k vertices gown down to 15k
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Post by mauvemorn on Oct 17, 2021 10:40:10 GMT -5
Hi. Deleting edge loops is not a very useful thing for quandragulated md garments because those loops are not uniform. You can select one edge loop and end up with half of the mesh selected. MD's Remesh makes that process easier but the topology itself will still be bad because it does not take into consideration the shape of the mesh. You also get a lot of polygons along the borders of patterns. 15k is still 5k more than any maxis mesh and than what your mesh can be. Normally, for games, people create a high-poly version, then retopologize it to a very low poly version, then bake details from the high-poly to the low poly versions. Your mesh is very simple so it won't be difficult to retopologize it manually. You need to disregard all the wrinkles and folds because they will be preserved through texture. However, before you'll start, you need to fix the shape of the mesh and patterns: - tack the mesh to the avatar under armpits. When a sim will lower arms in-game, that area will look wrong, so you need to make sure it is tight there; - make the belt more solid so that it does not stretch on one side and distorts the skirt pattern; - speaking of the skirt, the shape of its patterns result in too much fabric on the sides. Next time import the shape you're using as an avatar as patterns and make the whole pattern more loose, then you'll get wrinkles without uneven bottom;
- split all symmetrical patterns in two to save yourself time when retopologizing. For some reason, md does not mirror retopology with the current type of symmetry Also, for the future, try to make fitted patterns like real tailors do so that they simulate in a way that makes sense in the real world. When they are too tight or of the wrong shape, the dress will simulate wrong. Here's a tutorial for manual retopology and fitted patterns, disregard the very beginning and the end There's more to it. Good topology ensures that: - you can easily edit the mesh. You can select edge loops ( with tris you cannot ) and delete them ( perfect for making LODs ); - the mesh is shaded smoothly, no crumpled paper look, no pinching, not jagged; - the mesh animates right, it bends sharply when it needs to; - it morphs right; - and the most important, the polycount is reasonable. Here's a video I tried doing it to see how low poly i can make the skirt be but did not have the foresight to split the patterns, so the retopology is not mirrored. Here's the file. If you will apply the retopology, you'll see that the mesh is very smooth despite having a significantly lower polycount. You need the topology to be denser in the chest area where the breasts can become bigger or in the shoulder area where the arm bends but everywhere else in this case it is unnecessary. With textures, visually there is very little difference between sculpted wrinkles of that size and the same wrinkles baked to texture.
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Post by seaqueen on Oct 17, 2021 13:29:26 GMT -5
Thank you so much for the advice, I'll definitely be applying it to my future meshes. This forum is really helpful and I am so thankful to everyone who's helping me out
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