_sam 10 Posted October 20, 2014 Hello guys. I'm currently modeling some cars for my community, and I'm very lost with all the stuff that needs to be done. http://image.noelshack.com/fichiers/2014/43/1413818711-lel.jpg (431 kB) I have an extremely high-poly in 3DS Max (~140 000 faces) and I don't know how to get it to low poly. Also, I need help to port my models to ArmA, properly. Regarding vehicles. You can contact me via Teamspeak or Skype, ask me the address in MP if you will to help. Thanks in advance for your time, Sam. Share this post Link to post Share on other sites
chortles 263 Posted October 20, 2014 Parts of the model that don't have to move (or which don't require animations beyond elevation/depression and traversing) can be proxied on as separate models, so as not to count towards the "main" model's poly count, while you can do stuff like an interior having a "low res" appearance from an external point of view (i.e. a resolution LOD) but having a more highly detailed interior in the View - Pilot / Gunner / Cargo LODs (and if need be said LODs can consist of a proxy 'linking' to higher-poly interior models). Beyond that, I'd definitely recommend consulting the Arma 2 model makers channel on Skype (they also if not primarily deal with Arma 3 now). Share this post Link to post Share on other sites
PuFu 4600 Posted October 20, 2014 Parts of the model that don't have to move (or which don't require animations beyond elevation/depression and traversing) can be proxied on as separate models, so as not to count towards the "main" model's poly count, while you can do stuff like an interior having a "low res" appearance from an external point of view (i.e. a resolution LOD) but having a more highly detailed interior in the View - Pilot / Gunner / Cargo LODs (and if need be said LODs can consist of a proxy 'linking' to higher-poly interior models).Beyond that, I'd definitely recommend consulting the Arma 2 model makers channel on Skype (they also if not primarily deal with Arma 3 now). You can do that if your closer to 20-30k rather than 150k. So proxy is a no go. The model you made is simply not a game model. You need to keep your overall polycount about 16k. Your current model is almost 10x bigger than it should be, and for no good reason. Your best bet would be to use either max retopo tools, or something similar (mudbox for instance, especially if your model's topology is quads) and just recreate the mesh over the existing one, moving most of the detail to texture rather than mesh. I for once would never bother reducing that amount of polys by hand. Share this post Link to post Share on other sites
grahas 11 Posted December 3, 2014 Look in to retopology. Your going to have to rebuild your model but with a different technique. Share this post Link to post Share on other sites
enex 11 Posted December 6, 2014 Could he create low poly around his very high poly model and then bake hi poly to newly created low poly model? Share this post Link to post Share on other sites
PuFu 4600 Posted December 7, 2014 Could he create low poly around his very high poly model and then bake hi poly to newly created low poly model? yes of course Share this post Link to post Share on other sites