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Old 19th January 2010, 04:55 PM   #1
Toronto
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Default Question re: Polygon Cruncher

Has anyone used Polygon Cruncher to make a distant game lod? ........... and how is it different and/or any better than what can be done in AC3D by reducing polys.
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Old 19th January 2010, 07:49 PM   #2
lisa
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Default Re: Question re: Polygon Cruncher

Polygon Cruncher does a slightly better than the reducer built into AC3D because it's more aware of edge boundaries, but IMHO none of the polygon reducers on the market really do that great a job. Most are ok for going from 500,000 polys to 100,000 polys, but they are all terrible once you start getting into the 1000-2500 poly and below range... even worse when the model is animated and the joint structure matters.

The best tools I've found for building LODs are the variety of re-topology tools that are available. Try looking at something like TopoGun, which is a stand-alone app for re-topologizing models. Some of the sculpting programs, like ZBrush, also have retopology tools built-in.

The results of retopo versus reducing is an *order of magnitude* improvement in visual quality, and the time investment is nominal with practice.

EDIT: --In a pinch, you can also lock the model in AC3D and trace over it.
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Old 20th January 2010, 01:47 PM   #3
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Default Re: Question re: Polygon Cruncher

Quote:
Originally Posted by lisa View Post
EDIT: --In a pinch, you can also lock the model in AC3D and trace over it.

How do you mean Lisa ?
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Old 20th January 2010, 04:15 PM   #4
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Default Re: Question re: Polygon Cruncher

Load the original model that you wish to use as reference. Select everything and click "lock". Sometimes its easier if you make the locked object solid, which you can do by going into the main settings and unchecking "Show locked objects as wireframe".

Then start building your new model on top of the old one, using the old one as reference. The vertices won't snap to the surface like they would in a retopo tool--you'll need to align them visually--but otherwise the process is similar. Start clicking out polys and extruding edges until you've basically made a sheet on top of the old model. It's easiest if you work in sections, then use "create ordered surface" to bridge the sections.
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