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mesh simplification

Started by trk395 1 reply 550+ views
Original Post
trk395
trk395
I'm trying to find the best way of simplifying some character meshes, say from a few thousand triangles down to a few hundred (so very low detail by todays standards). This is for an external tool, doesn't need to be done in real time so speed/memory isn't really important. What is important is that the final result looks as much as possible like the high-poly model and introduces no artifacts like overlapping parts of the mesh etc. Also preserving texture coordinates as much as possible would be appreciated. I have already checked out a few techniques like Quadrics but I'm interested to know what you would recommend based on the above priorities. I'm also open to using some in-built feature of a modelling package or proprietary tool if there is one that gives the best results.
Sneftel
Sneftel
Quote:
Original post by trk395
I'm also open to using some in-built feature of a modelling package or proprietary tool if there is one that gives the best results.

Do that. Polygon reduction is an intensely competitive field which has produced some really good results. If you've got the cash, there's no matching the quality. Check out Okino's stuff, and this seems to be a good directory.

And of course, if you want to slim down your polycount with minimal quality scrifice, you need to be looking at parallax mapping.
Andrex
Andrex
if you know how to simplifying your mesh you should look at this tool from
nvidia: http://developer.nvidia.com/object/melody_home.html

this helps you to create a normal map from high to low poly.

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