Don't worry about re-optimizing it. It should be okay. As Drog said tho your nodes are ridiculously high. Lower em and badda boom badda bing no moe lag
Usually what you wanna do to optimize poly count is quadrify your model and remove/modify edge loops. It's the quickest way AFAIK to quickly lower overall poly count without using a program specifically designed to decimate models
Alright, so would that be the quadrify mesh modifier? And what would I do for the edge loops part?
Hey if you want to fix the shine problem you can use BB 0.76 to see if its working properly and if not Try this:
yeah I had those set up like that before. Once I had all the material/ref settings right it was just making the refs I8 instead of CMPR that fixed it. Filesize didn't let me make them I8 until after I made some other textures smaller.
This time around, I'm combining the [censored] out of the textures that don't have to be seperate and I'll make the ref textures a little better.
Make sure you delete the skin modifier completely before re-rigging.
gotcha. Post Merge: February 17, 2016, 02:04:48 PMWhile i'm redoing this, are there ways to optimize the model somewhat quickly without using prooptimizer?
That's way too many nodes. Brawl models have around 300. With that many nodes, you'll pretty much need to rerig from scratch.
i'm gonna have to rerig from scratch anyway since I [censored]ed up my rig just now, so it's back to square one. I really don't think this is worth it.
Rule number one to optimization is to never use pro-optimizer, the result is cheap and ironically not optimal most of the time
Considering the complexity of his geometry, or lack thereof, you should be able to easily shave off another k or so. But that's irrelevant right now because you have some oddities going on with something else, as 16k facepoint count should not induce lag in most cases. Node count? Texture resolutions/formats? Vert count?
as for your spec issue I'd imagine it's an improperly set up material or/and shader, unless you've imported the ref texture as a CMPR texture as that can cause issues as well. Regardless, double-check your material and shader to make sure they're appropriately set up
interesting. I guess i should find a better way to optimize. Anyway, he's got 6161 vertices and 1746 nodes. i kept only three of the textures at 512x256, the rest are smaller.
0.68d. Well, I tried both that and the newest one after 0.68d didn't work the first time. This is getting real old real fast.
Oh yeah, so the poly count after optimizing in 3ds max is actually a little over 9000, not 7000 (no over 9000 joke intended). and the face points after using the "optimize meshes" function in brawlbox is a little over 16,000. So he's cutting it close. Also, having 4 Cells does cause some lag, while just 3 does not. Golden cell contributes to that lag more than the other recolors, but even with golden cell and 2 others onscreen, I didn't notice any lag until the 4th cell is added
Thanks so much! Although I'm not even close to satisfied with the rig just yet. The neck is puzzling me, so I'll be messing with that for a little while. At the moment it looks a little wonky. And I'll fix the knee caps and elbow joints so they look better also.
Behind the scenes, I also put his voice in from xenoverse because....well why not lol I'm starting to want to have a moveset for him, but that's an animal I am not at all knowledgeable enough about to tackle.
Anyway, I think my next update will be a release hopefully
Yeah, I optimized him. I'm actually gonna try and save a little more file space, but yeah, his poly count was just over 20,000 before optimizing, then I got him down to around 6-7,000 with pro optimizer (with borders excluded to keep some of cell's geometry I needed in certain areas like his elbows/knees and I had it set to mirror the polygons on both sides). I haven't tried having 4 cells yet, but I will after saving a little more space.
Well you guys, I really appreciate all your help! Cell's latest in game test yeilded great results! I'll put up previews tomorrow. still a few tweaks to make, but overall he's coming along nicely with this bug out of the way finally!
1) Import using v0.68d 2)Save and edit it the latest BB 3)Add the materials and whatnot 4)Test in game 5)Profit
That actually sort of worked. some of the objects with shine work flawlessly, but now some of hte textures are suuuper tiny and not mapped right: (also, i figured i'd make some recolors so my posts about Cell are a little more interesting lol)
well that didn't work either. The shine just doesn't want to cooperate. It shows up as a red-tinted shine and texture on Battlefield, and other random shines on other stages