Mesh Simplification Tools? - Printable Version
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Mesh Simplification Tools? - OneSadCookie - May 10, 2003 03:49 PM
OK, so I've made my model in Wings 3D (very cool program )
But it has 5500 triangles, which is a few too many for a game that should run on a Rage 128
Are there any free tools for Mac OS X which can reduce the polygon count of my model? I found a free mesh decimation tool (http://meshalgorithms.sourceforge.net/) on OpenGL.org/Sourceforge.net, but, to put it bluntly, it sucked.
Mesh Simplification Tools? - Mars_999 - May 10, 2003 05:59 PM
Leave the Rage 128 behind and look to the future. I would say shoot for a Geforce 2MX but good GOD that is old as dirt to! Anyway just wanted to say nice model. Looks good! What will the textures look like?
Mesh Simplification Tools? - OneSadCookie - May 10, 2003 06:15 PM
Even the GeForce2MX is going to have problems with multiple 5K-poly animated characters on-screen at once. I don't want to abandon the Rage 128 until the majority of casual gamers have upgraded, which is probably still 2-3 years off.
I probably want 3-4 different LODs for the model -- 2K (for GeForce3+), 1K (for GeForce4MX/Radeon7500), 500 (for GeForce2MX/Radeon/Rage128) and 250 (for distant models).
I don't know what the textures will look like, I'm no artist and I've never made a texture before. I'll try to go for the "Dink the Little Dinosaur" feel, though.
Mesh Simplification Tools? - Mars_999 - May 10, 2003 06:24 PM
If I remember right, I thought I read somewhere that the new videocards like 9000+ and Geforce 3+ could handle 100,000+ polygons in a single scene?
Mesh Simplification Tools? - OneSadCookie - May 10, 2003 06:30 PM
More, if all you do is glCallList once...
Once you add physics, lighting, animation, and the sheer fact that you need more than one drawing command, the numbers drop significantly.
Mesh Simplification Tools? - henryj - May 10, 2003 07:27 PM
This is about as good as it gets...
This is Doom3 style stuff.
Mesh Simplification Tools? - OneSadCookie - May 10, 2003 07:56 PM
Hmm, looks like a significant porting job.
I don't suppose there's any chance it's already been ported?
Mesh Simplification Tools? - burden - May 10, 2003 08:13 PM
He has a nice face.
I suspect that you could build this guy with well under 1000 tris without sacrificing much of his basic sillhouette.
Some thoughts, short of finding a good automatic way to do this:
If you must keep this version of the model, I'd just start collapsing edges manually, taking down contiguous rows of quads where possible. You'd be surprised how quick that goes.
Focus on the legs and tail, which could have five or six faces, and on the broad, flat expanses of his sides and chest, which represent some very oblique angles that are probably too subtle for your budget.
Alternatively, think about rebuilding from scratch. To make it easier, take screenshots on the X and Z axes and import them as TIFs to use as guides for the general shape.
I usually find it useful, when aiming for low polycounts, to work from a cube, extruding and adding detail as necessary, rather than cobbling together more complex primitives.
Mesh Simplification Tools? - henryj - May 10, 2003 09:10 PM
Quote:Hmm, looks like a significant porting job.
Not that I know of. I'm sure your're up to the job. Let me know when you've finish. I'd find it useful too
Mesh Simplification Tools? - Mars_999 - May 10, 2003 09:22 PM
Quote:Originally posted by henryj
Mesh Simplification Tools? - codemattic - May 12, 2003 02:11 AM
Quote:Originally posted by OneSadCookie
Does Wing3D not allow you to control the level of subdivision detail when you export it as a mesh?
Mesh Simplification Tools? - OneSadCookie - May 12, 2003 03:41 AM
If it does, I haven't figured out how it works
The problem is, you have the model as you see it in the wireframe at the top of the thread, but that needs to be subdivided to produce the image on the right-hand-side; then that needs to be triangulated to be useful for a game.
Maybe I could pick and choose which polygons to subdivide and do OK that way by hand...
Mesh Simplification Tools? - burden - May 12, 2003 03:48 PM
Maybe I'm missing something...
Quote:Originally posted by OneSadCookie
But does it need to be subdivided to produce a model suitable for your game?
What's wrong with Mr 1375 Triangles on the left? Especially once he has a skin and adequate shading ingame?
Mesh Simplification Tools? - OneSadCookie - May 12, 2003 04:22 PM
Left is actually around 1700 triangles, and the face and tail look crap at that resolution.
I tried just subdividing the head, tail and feet, but I still got a 3K triangle model out the end
Mesh Simplification Tools? - Carlos Camacho - May 12, 2003 05:05 PM
OSC, what format can you output to? I could run it through Cinema4D for you and reduce the polygons, save it and send it back to you. Sorry no "free" advice.