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.
About the author
Torque 3D Owner Scott Warren
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.