Chairborne 2594 Posted August 26, 2014 Is there any easy way to automatically reduce the quality of a model to make less detailed LODs in oxygen/object builder? I am not really expert with the tools, i imagine there is a smarter way than going about deleting vertices one at a time. :confused: Share this post Link to post Share on other sites
Snake Man 407 Posted August 26, 2014 I wrote something long time ago on PMC Editing Wiki - HOWTO Make Low RES LOD's, hope that helps. Share this post Link to post Share on other sites
Chairborne 2594 Posted August 26, 2014 Thanks, this was exactly what i was looking for! ;) Share this post Link to post Share on other sites
shinkicker 5 Posted August 31, 2014 Depends on what application you use, but the principle is the same. 1. If your model is in quads, edge loop every other edge and delete it. Repeat for each LOD. 2. If you're already in tri's i use pro optimiser to reduce the count. Never use this on a character or the part of a mesh which will be animated, you need to maintain clean edge flow then. 3. Retopology tools (topogun, 3d coat, modo, graphite modelling tools (max). Share this post Link to post Share on other sites
p1nga 23 Posted September 5, 2014 The merge near tool on Oxygen 2 works just fine in most cases. Just ensure you use it on each section individually to ensure it doesn't weld two pieces together that are supposed to be separate for animation purposes. In 3DS Max Pro Optimizier can be used, but i find it often cannot handle some shapes and definition, usually just do it by hand if i use 3DS Max to remove polys, and a neat little script which removes and Vertexes that are no longer connected to any loop, or vertexes that are along an edge that has no angle (be surprised how many it can remove). Share this post Link to post Share on other sites
x3kj 1247 Posted September 5, 2014 In 3DS Max Pro Optimizier can be used, but i find it often cannot handle some shapes and definition thats because you cant just slap it onto a model to reduce it (or shouldnt). You need to dissassemble it, and reduce the fine details more then the mainshape/ tweak it. You can't expect to get good results with a one-click method. Share this post Link to post Share on other sites
meshcarver 12 Posted September 5, 2014 Everyone is different and has their own ways of doing this, but I prefer to do it by hand in this case mate- you have total control of the mesh topography then and there's less distortion as you do lower and lower poly LODs. Takes a little bit longer though yes. Share this post Link to post Share on other sites
PuFu 4600 Posted September 5, 2014 thats because you cant just slap it onto a model to reduce it (or shouldnt). You need to dissassemble it, and reduce the fine details more then the mainshape/ tweak it. You can't expect to get good results with a one-click method. Of course you can'r, but it is also a matter of the tools you are using. Both XSI and Maya (from 2014 onwards or with bonus tools from 2013 - the tools is exactly the same as XSI's) have the best reduction tools in the bizz (allowing to keep the topology, allowing to keep certain areas etc). Share this post Link to post Share on other sites
x3kj 1247 Posted September 7, 2014 I meant proOptimizer with my reply, i dont have experience with other reduction tools so i cant speak for those. The combination of Dissassembling different detailgroups + using proOptimizer, Edgeloop deletion (especially in case of cylinders) and some manual moving/welding for important spots is what i do in max. I would go insane if i had to reduce a 20k+ polygon vehicle entirely by hand to 500 or less. Maybe with buildings you are better off, they are not that detail heavy most of the time. Having larger UV-islands helps getting good texturequality on LOD's Share this post Link to post Share on other sites