Game Development Community

MultiRes and details

by Krane · in Artist Corner · 12/09/2006 (3:57 pm) · 12 replies

I'm confused. 1st I don't know how to use the MultiRes modifier. Do I need to clone my main mesh and then apply the modifier to the cloned mesh? In case my mesh is using Skin modifier, should I keep the skin modifier to the low poly mesh?

Then the name. How this new mesh should be called? I notice the player.max have his low poly mesh named MultiRes::bodymesh

Thx

#1
12/09/2006 (4:16 pm)
This is a holdover to older version of 3dsmax where applying multires to a skinned object would crash 3dsmax. You need to clone the skinned mesh (take a snapshot actually) and apply multires to the clone.. you then need to link it to the skinned mesh and name it with the "Multires:: " preifx.
#2
12/09/2006 (4:17 pm)
Thanks Joe, that will keep me going. But what about the skin modifier? Can I keep the modifier on the cloned mesh and apply the multires on top of the skin?

Thanks for your response, btw.
#3
12/09/2006 (4:27 pm)
You should be able to.. it does not crash max anymore to do that. Never tried it, as I have just gotten into the habit of using 'snapshot' and then adding multires... but just cloning it with the stack intact should work.. try it and see if it does?

if it does not, you will have your answer.
#4
12/09/2006 (4:40 pm)
You should not keep the skin modifier, the exporter really doesn't like that, it wants the multires modifier to be the only modifier.

As Joe said in his first post, the easiest way is to not clone the mesh but to snapshot it instead (look it up in the max manual). If you're lazy I wrote a script ages ago that does it all automatically (when you have to do this 10 times a day it becomes awfully boring =).

www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=7830
#5
12/09/2006 (5:00 pm)
Naw that still crashes. Your way is still the best Joe:

So Krane
Do like this:

You have your main mesh which is skinned: So lets name it MyMesh2.
Take a snapshot (mesh) name this mesh Multires::MyMesh2
Now Apply a Multires Modifier to the Multires::MyMesh2, click generate in the multires rollout. Leave at 100%
Rightclick on the Multires::MyMesh2, select properties, tab to "User Defined"
Copy paste this into there:

MULTIRES::DETAILS = 1.0,0.8,0.6,0.4
MULTIRES::SIZES = 128,64,32,2

Now Link the Multires::Mymesh2 directly to the MyMesh2 in the hierarchy

Create Detail Dummies: Detail2, Detail32, Detail64, Detail128

Export and check in showtool.

The Copy&Paste part up there tells te exporter at what detail level to generate what percentage of multires lod. the highest of course needs to be set to 100% = 1.0

Cheers

EDIT: Magnus beat me to it. Heh. ;)
#6
12/09/2006 (5:04 pm)
You shouldn't have a number at the end of the name when using multires, that's all handled by the MULTIRES::SIZES thing...
#7
12/09/2006 (5:14 pm)
Oh, din't know that Magnus, thx. But it works with it as well, kinda a leftover I kept... Bad habits die hard, eh? ;)
#8
12/09/2006 (5:42 pm)
When I apply the MultiRes modifier, my mesh comes w/ lots of holes/gaps...Anyone knows a good tutorial on that? The user reference in 3ds max didn't help much...
#9
12/09/2006 (5:47 pm)
Use the STL Check Modifier on the original mesh to test for open faces and other errors. Then fix those errors. When STL Check does not give any errors anymore convert the Model to Mesh and re-rig it with the skin modifier.
#10
12/09/2006 (5:48 pm)
Can I place the details anywhere nearby the mesh?
#11
12/09/2006 (5:55 pm)
The Detail nodes? Yes anywhere int the scene. Link them to the Bip01 Root node of your skeleton.
#12
12/09/2006 (6:20 pm)
Thanks again Thak, my model have lots of gaps, I noticed using the STL Check...so I have a lot of work to do...Thanks anyway.