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3 Dimensional Chat / Polycount reduction in blender

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Isocadia
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Posted: 27th Sep 2009 09:57
What is the best way of reducing poly count in blender, cause right now I'm using the create F-gon tool.

And how do I make like a render where you can still see the wireframe??

I hope someone will be able to answer my questions and already thanks for reading this.

Isocadia
mike5424
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Posted: 27th Sep 2009 10:18
for the render wireframe try uv mapping it then take a screen shot and on a new layer (in your image editing program) trace around it then delete the old layer, save it and import it. i hope you understood what i just said (i didn't XD )

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Mike5424
Kravenwolf
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Posted: 27th Sep 2009 18:22
Quote: "What is the best way of reducing poly count in blender"


Mesh > Scripts > Poly Reducer

Or is that what the F gon tool is?


Kravenwolf

greenlig
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Posted: 28th Sep 2009 02:04
F-gons are simply polygons with more than 4 sides. Blender can't do n-gons yet, but will be able to in 2.5 with the B-mesh project implementation.

In my opinion, you should always model low polygon and add detail, not the other way around. It's just good practice, and forces you to plan your model before-hand. If you need to reduce the polycount dramatically, I suggest starting again.

Greenlig

Blender3D - CS3 - VISTA - DBPro
Isocadia
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Posted: 28th Sep 2009 17:38
Greenlig: Well, I really need to decrease poly count. But right now I'm making other things before finishing this model. But thanks for your help.

Isocadia
greenlig
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Posted: 29th Sep 2009 06:55
You can use the decimate modifier...but as with all poly reduction tools, it will give you poor results. Have a look at it.

Greenlig

Blender3D - CS3 - VISTA - DBPro
Isocadia
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Posted: 29th Sep 2009 17:02
Well right now I'm doing low poly first, then I'm gonna make high poly, and then I hope to make a normal map to apply on my low poly.

But if I make like a roof. In the low poly I make it like a flat plane. And in the high poly I make individual stones. If I make a normal map out of that does it show on the low poly???

Isocadia
greenlig
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Posted: 30th Sep 2009 16:29
Yeah, that method would definitely work. It needs a little tweaking to get good results with the normal baking, but you definitely can do it. If I had the time, I would make a few tutorials for Blender, detailing UVmapping, Rigging, Normal/AO baking, and Exporting. I think they would be pretty useful.

Now, the time and motivation to do that

Greenlig

Blender3D - CS3 - VISTA - DBPro

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