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Smoothing models without bringing the poly count up so high?

by Tony Nguyen · in Artist Corner · 01/16/2011 (6:12 pm) · 1 replies

So I'm trying to model my own character in Maya and I'm wondering how would I smoothen my character without bringing the poly count up by x3? Also what is the best way of going about modeling equipment/clothing for characters, as in modeling it seperately from the character or seperating the head of the character from the torso/legs/etc. The game I'm trying to achieve is going to have alot of different clothing and armor.

#1
01/16/2011 (10:03 pm)
Hi Tony,
I've been spending my time lately on Modeling but I use LightWave 9.6.

I usually end up with a poly count around 2500 to 3800 before changing Level Of Detail ( LOD ).
Character clothing methods are numerous but I like to use 2 methods.
1) Use the existing polygonal flow, and extrude the parts I want for clothing. Then I hide the polygons of the model that are not being used for the clothes. Copy and Paste to a new sheet and modify the extruded polygons where needed. When i'm done I save the clothing as a new object.

2)I have been experimenting with Topology programs with varied results.
the important thing to remember when using Topology methods is that you need to stay with Quad-polygons, since any polygon of 3 or 5 or 6 etc., will show a crease or other undesirable effect which is often difficult to remove if not impossible to get rid of. In these cases where i must have a Tri-poly I make the flow of the polygons such that I can hide them, like the armpits or crotch area.

Admittedly I am novice in many things to do with games including Modeling, but I have had some decent success when I am careful to pre-draw ( on my background image ) the poly flow I wish to follow.

It's most important to have the correct poly-flow before attempting to extrude for clothing and especially if your trying Topology software.
I went scouting the internet for free Models at Turbosquid and loaded them to get an indication of how the polygons should flow.

The better I can make the polygon flow, the smoother the model becomes when I use Subdivision, and the less Polygons I need.
It all takes alot of practice to get the feel of it and I often delete the model many times until I get what I am looking for.
It's easier to modify a Model with fewer polygons to start with, then to reduce the polygon count after the fact.
I have an example of a female model with 2944 Polygons that isn't yet finished because it has no Hands, Clothes, Breasts need work, and there is no Rigging yet.
It is my first Model I ever made and hasn't been touched in a month or so. [Edit] Decided to delete this model and try again.