Let's say I have a high polygon .mesh/skeleton combination.
Then I take the original just the mesh (maybe it was in 3ds) and reduce the polygons and export it as a low polygon .mesh? Will it still work with the original skeleton and deform correctly?
Can I just exchange the highpoly version for the low poly version and have it actually work?
Or does the skeleton file need to see the same vertices in the original high polygon .mesh to work correctly.
Thanks
Daniel Savage
High Poly to Low Poly Mesh. Will it still work?
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whimsica
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It should work if the modelling application does the polygon reduction well (in case you use automatic polygon reduction).
Of course, the resulting animation would look different as you have less polygons for the joints (usually), so some artifacts *could* appear.
Anyways, that way, along with normal maps generation from high-to-low-polygon models is what everybody does nowadays
Of course, the resulting animation would look different as you have less polygons for the joints (usually), so some artifacts *could* appear.
Anyways, that way, along with normal maps generation from high-to-low-polygon models is what everybody does nowadays
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whimsica
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normal maps?
What are the normal maps used for? Textures?
Or to deform the bones?
I know what they are, but am not sure what they are used for.
Are they bump maps based on the original model, then used on the low poly model?
Thanks
Dan
Or to deform the bones?
I know what they are, but am not sure what they are used for.
Are they bump maps based on the original model, then used on the low poly model?
Thanks
Dan
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pasta
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You should olso check this GPLed mesh optimizer that has very good quality : http://devnet.sylphis3d.com/node/116Kencho wrote:It should work if the modelling application does the polygon reduction well (in case you use automatic polygon reduction).
Of course, the resulting animation would look different as you have less polygons for the joints (usually), so some artifacts *could* appear.
Anyways, that way, along with normal maps generation from high-to-low-polygon models is what everybody does nowadays
