4000 poly decimation goal...

So I'm trying to creature game characters for Unity. Yes, I have the license to do so, Yes I know about 3dMorph, Sorry if this sounds off, just wanted to get those out of the way upfront.

Anyways, I've seen several tutorials on how to reduce material zones, how to use the texture atlas, how to simplify the figure to make it better for unity. However, almost every tutorial I can find Starts with a beautiful 4k LOD figure, and no explanation of how they achived this. I have learned over the last 2 weeks of Normal Map baking, which turns "potatoes" into beautiful sculpts... However, no matter how I try, my "potatoes" still look like "potatoes" but with shadows after I do the same...

After 2 weeks of almost all my free time being directed into trying everything I can, I finally got a statue that looks like what it should, but it was still 11,000 polys. Anything less than that looks like a "potato", and anything under 9000 polys is unusable in my book, and looks nothing like the 4000 poly figures in the tutorials.

So does anyone have the settings in decimator or a link to a tutorial on how to reduce a figure to around the 4-6k poly range and not have it go full potato?


 

 

 

Comments

  • nonesuch00nonesuch00 Posts: 18,316
    edited March 2017
    cdemerit said:

    So I'm trying to creature game characters for Unity. Yes, I have the license to do so, Yes I know about 3dMorph, Sorry if this sounds off, just wanted to get those out of the way upfront.

    Anyways, I've seen several tutorials on how to reduce material zones, how to use the texture atlas, how to simplify the figure to make it better for unity. However, almost every tutorial I can find Starts with a beautiful 4k LOD figure, and no explanation of how they achived this. I have learned over the last 2 weeks of Normal Map baking, which turns "potatoes" into beautiful sculpts... However, no matter how I try, my "potatoes" still look like "potatoes" but with shadows after I do the same...

    After 2 weeks of almost all my free time being directed into trying everything I can, I finally got a statue that looks like what it should, but it was still 11,000 polys. Anything less than that looks like a "potato", and anything under 9000 polys is unusable in my book, and looks nothing like the 4000 poly figures in the tutorials.

    So does anyone have the settings in decimator or a link to a tutorial on how to reduce a figure to around the 4-6k poly range and not have it go full potato?


     

     

     

    Maybe they are selecting regions of the mesh in turn and decimating those results further? And they probably are applying texture/normal/bump maps expertly as well.

    Post edited by nonesuch00 on
  • wolf359wolf359 Posts: 3,837

    Hi this is not possible with decimator.
    while useful,the decimator is an ugly brute force solution
    that creates an increasingly uglier triangulated visage the lower you go in polycount.

    if you truly  want clean,sub 4000 poly game characters you must learn to model them from scratch.

  • grinch2901grinch2901 Posts: 1,246

    I think Victoria 4 had a Level of Detail of 4K so you could use her, under resulotion select the LOD 4K. Can't really  use all the newest stuff with her but there's a ton of content for V4.

  • cdemeritcdemerit Posts: 505

    Posting this here in case someone else has a similar question in the future:

    The reason I couldn't find a tutorial/settings for making a 4k LOD, is the Victoria 4 / Micheal 4 come with 4k LOD models already. (and they are pretty good looking). They can be found in your runtime folder at: My DAZ 3D Library\Runtime\Geometries\DAZPeople\blMilMan_m4b_LOD or \blMilWom_v4b_LOD. Make use to use EDIT -> Figure -> Geometry -> Add LOD and import with Poser Settings... Powerloaded will load the LOD, but the model vanishes when LOD is selected. 

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