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3 Dimensional Chat / Cutting down polys mid-way through a model

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soapyfish
21
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Joined: 24th Oct 2003
Location: Yorkshire, England
Posted: 18th Apr 2005 08:26 Edited at: 18th Apr 2005 08:31
Hey all,
I had a bit of spare time on my hands so thought I'd crack on with an FPS I've been meaning to make since forever. I've started making a weapon which is currently at 609 polys, when I add hands this will shoot up so I was looking for ways to cut the count down early.

Here's a pic of my model so far, I've circled some of the areas where there are lots of verts in a straight line.



It wouldn't make a difference to the look of the model if I got rid of some of these (becasue they're in a line) and it'd cut down on the poly count. I'm using MilkShape and was wondering if anyone knew how exactly I could get rid of these unwanted verts. I've tried deleting them and shifting the others around to fill in the gaps but this makes the wire frame look a right mess and I'm sure that's not how it's meant to be doen. Any help would be greatly appreciated, thanks in advance.

EDIT:: Bit of an update, I've just found out that I can delete a whole column of verts and then slap the two halves of the gun together which gets rid of the wire frame problem but this only works for the two middle sets of circled verts where the top and bottom are the same. If anyone has any other solutions I'm all ears (well, eyes, seeing as i can't hear you.)



Formely code2kill

Look, your never going to be a mod so don't get your hopes up.
shado
20
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Joined: 15th Jun 2004
Location:
Posted: 18th Apr 2005 08:31
i belive u should just delete and then use the face tool to re-make the faces

soapyfish
21
Years of Service
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Joined: 24th Oct 2003
Location: Yorkshire, England
Posted: 18th Apr 2005 08:32
Ooohhh thanks. I'll give that a go.




Formely code2kill

Look, your never going to be a mod so don't get your hopes up.
soapyfish
21
Years of Service
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Joined: 24th Oct 2003
Location: Yorkshire, England
Posted: 20th Apr 2005 07:41
Thanks, thats helped me loads. I'm not quite finished yet but the poly counts already dropping like the preverbial fly. Thanks again.


p.s. Check your inbox.




Formely play2kill

thanks for taking the time to read this sig.
soapyfish
21
Years of Service
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Joined: 24th Oct 2003
Location: Yorkshire, England
Posted: 22nd Apr 2005 09:19
Hi again,
I've tried what's been suggested and it was going fine. However, I know the importance of good geometry in model making and I think I may have gone a bit overboard. Can someone please look at the pic of the lower poly model and tell me whether I need to sort out the geometry or if it's okay as it is. Sorry for the low-qualty pic.






Formely play2kill

thanks for taking the time to read this sig.
shado
20
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Joined: 15th Jun 2004
Location:
Posted: 22nd Apr 2005 09:34
it looks ok. not the greatest form but the mesh looks ok. once u put a texture on it u will know for sure

soapyfish
21
Years of Service
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Joined: 24th Oct 2003
Location: Yorkshire, England
Posted: 24th Apr 2005 03:29
Ok, thanks again.




Formely play2kill

thanks for taking the time to read this sig.

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