Problem with decreasing polygon count.

Discussion started by mikeonike

I just finished converting high poly pistol into low poly. I work in blender 2.91. That Idea is still a bit confusing to me, and I am not sure If I do it in the right way.

I made high poly part, then I duplicated it and I started getting rid of unnecessary topology.

Then I picked decimate modifier (collapse), and I increased the ratio as much as I could without deforming topology.

Also another thing I am not sure about is if my modifiers are in the good order. My stack:

-bevel

-subdivision

-decimate

-weighted normal

After all those things, my mesh still have 28000 faces. What did I do wrong?

P.S. When I check other similar models on CGtrader, I notice that those models have far less faces, so what is the catch?

UPDATE:

I am currently working on the high poly pistol . The problem is that the whole mesh have too many faces, so I have to make low poly version suitable for video game engines. Right?

When I use decimate modifier, edges start deforming and shading becomes bad. So the only way to fix this is by retopologizing?

For some reason I can't upload images. Sorry.

Answers

Posted over 3 years ago
2

If I may ask why you are converting high poly model to a low poly one? What is main the main goal? Screenshot will be more helpful.
Also try to avoid custom normals, I got a lot of headache with customers because not every software calculate those on import as it should.

mikeonike wrote
I updated the post, but I can't upload images at the moment for some reason.
LowPolyVehicles wrote
Its hard to tell without screenshot, yes to get things right retopo is the only option in most cases. 25k polys is way too much in general sense for a pistol model that will be used in game. When you creating game model for sale here you need to think "cross platform" wich means finding "sweet spot" for polycount and maps sizes. You also didn't mentioned are you going to bake maps from high poly, if that isn't the case maybe creating that pistol model from scratch will be faster than to retopo very high poly model and topology will be cleaner.
Posted over 3 years ago
0

Hi! I am making game ready models since years, so I have some experience. You can't automatize your lowpoly workflow with modifiers. Most of the cases I modelling the low and the high poly at the same time part after part, and after all the part are finished I start merging them together. When I created my Old home computer, the first part what I make is the keyboard, first I made a high poly version with separated keys, and after that I made a very very lowpoly version of them. But watch my home computers last two pic: https://www.cgtrader.com/3d-models/electronics/computer/old-home-computer-microcomputer
and you will understand the logic. If you saw the pic you can understand there are only a few polygons for many many keys, and the details come from the normal map. Sorry for my English!

Posted over 3 years ago
0

I don't work in the game industry but decimates hurt me a good retopology for a gun doesn't take a lot of time and you can modify it easely after if you need to. Buyers will always be happy to have a good topology.

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