WIP Workshop

Started by StarWaffle, January 15, 2012, 10:27:50 PM

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well, if somebody could send me a converted ganondorf model i wanna see if i can custom make a lower poly version...

January 08, 2015, 02:29:17 PM #17641 Last Edit: January 08, 2015, 02:42:48 PM by DSX8
Quote from: jjookkeekkiidd on January 08, 2015, 02:27:32 PM
well, if somebody could send me a converted ganondorf model i wanna see if i can custom make a lower poly version...
i can send ya 1.

edit:
sent him to ya jokekid
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Quote from: jjookkeekkiidd on January 08, 2015, 02:27:32 PM
well, if somebody could send me a converted ganondorf model i wanna see if i can custom make a lower poly version...

What is the best way to lower the poly count, people say to avoid the pro-optimizer, others do not, but I don't see any other way on here.

Quote from: the_randomizer on January 08, 2015, 04:46:50 PM
What is the best way to lower the poly count, people say to avoid the pro-optimizer, others do not, but I don't see any other way on here.

Well, the first thing you could do is look for the function that turns triangles into quads...if it will even do that.

Like I told someone else. Reducing the polycount is a mater of removing edge loops from the model so it will result in less tris. If you double click a set of edges while in edge mode, it should select  ring of edges. That's what you want to delete.

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January 08, 2015, 06:25:22 PM #17644 Last Edit: January 08, 2015, 06:37:52 PM by the_randomizer
Quote from: Velen on January 08, 2015, 05:45:55 PM
Well, the first thing you could do is look for the function that turns triangles into quads...if it will even do that.

Like I told someone else. Reducing the polycount is a mater of removing edge loops from the model so it will result in less tris. If you double click a set of edges while in edge mode, it should select ring of edges. That's what you want to delete.

Provided that I knew what it was I was doing in the first place, yes, that sounds simple enough. Having said that, I reduced the Great Fairy down to 11,000 polygons, which is definitely pushing it. Removing edge loops to a model of the original 23,000 is a bit too overwhelming. Now, if someone would like to help me optimize it, it would be appreciated, but I shouldn't impose on other users.

Edit: I should note that I reread what you said, deleting edge loops on a model this complex seems a bit daunting, isn't it? Other problem is the editable polys are not unified, if I select one object, it shows that modifier. If I select all objects, it shows no mods. There are 21 objects for the Great Fairy, sure, I could combine them, but that would screw the textures and UV maps.

Edit 2: Huh, combining them all into one object worked....good ;D  Deleting edges forms gaps in model in Edge Mode, so uh...that doesn't work.

there is an option to delete edge loops without making gaps, i just don't know what it's called, iirc it also edits the UVs accordingly...

You're probably not going to find a whole lot of edge loops. Models are heavily optimized when they're put in-engine, usually using a lot of triangles (which mess up edge loops). You'd have to figure out how the model was built by examining the mesh and figuring out where the original edge loops were prior to triangulation. You can then optimize from there. You can also do the reverse to upscale older models, like from GC games.

Quote from: jjookkeekkiidd on January 08, 2015, 07:44:05 PM
there is an option to delete edge loops without making gaps, i just don't know what it's called, iirc it also edits the UVs accordingly...
Yeah, who could I ask for outside help regarding this, it's proving to be extremely frustrating, not to mention there are no up-to-date tutorials for this.

Quote from: Moblin on January 08, 2015, 07:53:29 PM
You're probably not going to find a whole lot of edge loops. Models are heavily optimized when they're put in-engine, usually using a lot of triangles (which mess up edge loops). You'd have to figure out how the model was built by examining the mesh and figuring out where the original edge loops were prior to triangulation. You can then optimize from there. You can also do the reverse to upscale older models, like from GC games.
Too bad I lack the knowledge to do that, haven't seen any tutorials on here or for 3DS Max 2011, which is recommended for Brawl modding.  Figuring out how the model was made will also be very difficult, so...might need to ask for outside help as this is way out of my league.

The problem is that you're not going to find tutorials on how to delete edge loops, or how to guess how a model is built and having the knowledge to reverse engineer it. These ideas come from having an understanding on how models are made.

It's not out of your league. Not gonna give you any links, but I hear there's a bay out there where you can find interesting modelling tutorials. I'd check there if you're truly interested in building a solid foundation for understanding how to approach projects like this (optimizing).

Basic summary on manually optimizing a model: build a new model underneath. Perhaps YouTube has some good tutorials on modelling a low poly silhouette from a high poly one. But as stated previously, they're probably going to be using a lot of tools and terminology taught in fundamental modelling classes. If you wanna model mucho bueno, start with the fundamentals.

January 09, 2015, 10:46:50 AM #17649 Last Edit: January 09, 2015, 10:49:08 AM by jjookkeekkiidd
ok, the biggest issue in ganondorf's polycount is obviously the face, so i thought i'd start working on that, what i've done is edit brawl ganondorf's head to fit HW's size and shape, here's a side to side front orthographic comparison:



EDIT:

here's the body with the new head:


looks fine to me :P

but how many poly's is he now? :p
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January 09, 2015, 10:56:32 AM #17651 Last Edit: January 09, 2015, 11:49:39 AM by jjookkeekkiidd
face poly counts:

my brawl face editted: 936
HW face: 3366

working on the facial hair atm

edit:
facial hair done:
Sorry but you are not allowed to view spoiler contents.


poly count comparison:
new facial hair: 80 polys
HW facial hair: 1544 polys

now it's jewel time :P

Oh, jokekid, you did great!!!! I the face har made from scratch?

http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/index.html?url=files/GUID-A529E28F-4444-4E90-BBAD-7E2DF108479C.htm,topicNumber=d30e93818

This will help with your work, jokekid. It allows you to bake HW Ganon's original texture into your new model's UVs. Keep that cage tight and it will look good.

PM me if you want help UVing.

I did my best for Lana D: , rig is almost halfway