
grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Jul 28, 2013 06:13 PM
Msg. 1 of 8
So i recently got a model and wanted to lower the poly count, after a little searching i found that if it's an editable poly, which it is, and you select an edge and hit "remove" in the editor panel it will remove that edge. But it doesn't remove the vertex's. Is this actually lowering poly count, or is it just making those edges disappear like the edges of other triangles?
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Jul 28, 2013 07:58 PM
Msg. 2 of 8
Just edges. You can lower poly count be either retopologizing, using target welds, or collapsing verts
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Jul 28, 2013 08:22 PM
Msg. 3 of 8
Well, I've used the method of welding verts before, and then going back in and welding 2d coordinates for the UVW's, but that usually takes forever. I just wanted to know if there was a faster way.
Edit: is there a way to make the selected vert move to another vie key stroke\clicking the second vert or something? Edited by grunt_eater on Jul 28, 2013 at 08:32 PM
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YakZSmelk
Joined: Apr 3, 2006
- Environment Artist - robhow.com
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Posted: Jul 28, 2013 10:58 PM
Msg. 4 of 8
Hold Ctrl when you "Remove" an edge and it will remove the verts as well. Quote: --- Original message by: grunt_eater Edit: is there a way to make the selected vert move to another vie key stroke\clicking the second vert or something? Edited by grunt_eater on Jul 28, 2013 at 08:32 PM Shift + X toggles Edge Constraint in Edit Poly this will allow you to slide the Vert along the edges connected to it. If that's no good turn on Vertex Snapping and you can just drag the vert to the vert you want it on top of than collapse. Edited by YakZSmelk on Jul 28, 2013 at 11:00 PM
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Jul 29, 2013 02:20 AM
Msg. 5 of 8
You can also apply the 'Optimize' modifier to your model. You can increase the values so that it collapses more verts, but it will mess up your UVs, so don't UV until after you've used this.
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Jul 29, 2013 04:44 AM
Msg. 6 of 8
There is other tool called multires but it is more useful for making lods.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Jul 30, 2013 01:21 PM
Msg. 7 of 8
Thank you all, this information is what I've needed to find for such a long time. I am now on the way to quickly and perfectly reducing my model. Thank you. This page has been bookmarked by myself. And, i think, should be posted as a tutorial on the site.
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: Jul 30, 2013 05:34 PM
Msg. 8 of 8
I always model in quads, and leave circles as ngons since they are almost always used as flat surfaces.
Its just easier to select edges in a ring/loop and just select once face to create a seam (the circle part)
Your mesh will be triangular later when it is put into the engine.
As for the edge bit, yes.it will. After all if you apply smoothing groups edges will split apart and create more vets when you export from max, so yes it does matter.
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