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-   -   Interesting modelling question (http://forums.filefront.com/sw-jk3-modding-mapping-editing/266615-interesting-modelling-question.html)

Mikouen July 22nd, 2006 03:28 PM

Re: Interesting modelling question
 
1. Either redo all 21000+ frames of animation to avoid it, or make the model slimmer.

Peasant Fool July 22nd, 2006 03:29 PM

Re: Interesting modelling question
 
Yeah I was afraid that was the only answer. So there's nothing else I can do about it?

LSD2Rayden July 22nd, 2006 03:41 PM

Re: Interesting modelling question
 
What about Reelo... He was a fat guy to... Can't you use him for reference :)

Peasant Fool July 22nd, 2006 03:52 PM

Re: Interesting modelling question
 
Well that is an excellent idea :) but sadly Reelo just has his hands go right through his stomach too. :Censored: They don't go through as much as Comic Book Guy's will, but they still do.

minilogoguy18 July 22nd, 2006 05:39 PM

Re: Interesting modelling question
 
on the left panel do model>create>polymesh>merge and have the meshes selected that you want to merge and to show the polygon counter just click on the viewport you want it in and hit shift+S and go into the stats tab and click on display objects and triangles or whatever its called, cant remember. to reduce polygons just go into model>modify>polymesh>polygon reduction and itll reduce the polies. its best to merge everything into 1 mesh then UV map, texture and rig it then subdivide it, youll get a cleaner UV map with no seams and no tears in the mesh when it deforms.

Peasant Fool July 22nd, 2006 06:13 PM

Re: Interesting modelling question
 
Quote:

Originally Posted by minilogoguy18
to reduce polygons just go into model>modify>polymesh>polygon reduction and itll reduce the polies. its best to merge everything into 1 mesh then UV map, texture and rig it then subdivide it, youll get a cleaner UV map with no seams and no tears in the mesh when it deforms.

I don't have that option. It must be for full XSI users only then. The other two things you told me worked nicely though. But don't bother about that because I manually reduced my polygons enough.

minilogoguy18 July 22nd, 2006 11:53 PM

Re: Interesting modelling question
 
well you could also easily hit either E or I, thyre 2 different edge selection modes and you can just delete edges.

Peasant Fool July 23rd, 2006 12:02 AM

Re: Interesting modelling question
 
Yeah that's what I did to get to get rid of the 1400 polygons I've lost so far.


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