| Reducing Polygons in Lightwave |
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First off, this is an image of what the
model was based off of. Now, it's a nice model, but unfortunately it's 572 polygons. Let's make it a more game-friendly number, say, 400 or below. Now, we need to reduce it somehow, but we have to keep SOME semblance of quality and detail. ;) Now, where might we begin chopping off some polys? Well, if you knew, you wouldn't be reading this, would you now? So shut up and let me drive! ;) There's a special technique, well, it's
a trick actually, but technique makes it sound a little more exclusive.
;) One thing about primitive modeling (spheres, boxes, cylinders, etc)
is that it always leaves faces where they aren't visible. Easily fixable,
of course, but you don't retain the amount of control you would in point-by-point
modeling (I'll probably write a tutorial on that someday if the demand
is enough). Now, we have to find these faces and delete them. where might
they be, do you think? Look at this diagram. Let's first concentrate on area 1 (see
image). This was a cylinder that was stuck into the rifle, basically.
A cylinder has two ends, though, correct? one end as at the end of the
barrel and one end is inside the gun. Now I'll select Polygons
(ctrl-H) to set the selection mode to select polygons instead of points.
Now let's zoom in on area 1 and select the polygons that we're trying
to delete. Something else I just noticed.. the unseen
top faces of the legs. They could certainly use some deletion. Also the
unseen top face of the box that the legs are protruding from. Now let's move onto area 2 (see image).
We're staring at the stock. What's wrong with it? Nothing, really, but
the top face could probably go. Now we're going to hop on over to area
3 (see image). Let's do area 4 and 5 now. By now I'm hoping
you see the trend here. Now we'll home in on the areas that could
use some un-detailing. The scope is a bit high on detail that won't be seen ingame. Not a bad thing, just, well, I doubt anyone will stop in deathmatch to look at and stare in awe for a particularly long time. So let's delete it. We'll now use the WELD TOOL... a lot. ;) If you're not familiar with it, here's how it goes. The WELD TOOL is a tool in lightwave that welds two or more points together. The keyboard shortcut is Ctrl-w. You select one point, the point to be welded, then you select another point, the point that the first point will be welded to. THIS IS CRITICAL. If you don't select the points in the right order, the points will weld in strange ways in strange places, and we don't want that, do we? ("No.") Right. We'll be using this tool in the exercises below, so listen closely. You'll be using this tool in the future if you don't know about it already. :) Now let's zoom on on the back section of
the scope and do a little welding, shall we? Now repeat the welding steps for other
parts of the scope. It should end up looking like this when you finish: Note: As I was looking over the model I saw something weird-looking on the back of it and deleted it. That saved 12 polys, which brings us down to 472 polys. :) Let's go to area 2 now. (forget about that?)
The trigger area. This ought to be fun and a bit easier to work with.
After you've downloaded qemLOSS2 and added the plugin, go to the Custom tab in the Objects tab and select qemLOSS2. We want 400 polys, right? Okay, so type that in and select 'YES' on 'Preserve Mesh Quality'. We want that. Now press 'OK' and it'll reduce the polys and put it in a new layer. Check the poly count. 400? But the model looks the same! How can this be? I don't care, it works, that's all that I care about. ;) Well, I hope you all have enjoyed this tutorial as much as I have. I'm surprised that I actually took the time to write one. Hopefully, in the future, all your models will have much fewer polygons. ;) If you have any questions\comments, email them to the address below. Happy modeling! |