Renee Harvy says
11 years ago
so I made this shoe. It was 44K tris to start with. I know that's way too many, and I think I can't even upload it, but it's detailed. I didn't go crazy, with subserf or anything, it's just details.
latest #53
Renee Harvy says
11 years ago
so I took out every unnecessary vertex I could find. Sacrificed a bit of the smoothness and detail, and it's 33K.
Sio ♥
11 years ago
now... I want to see Renee.
Renee Harvy says
11 years ago
still too big. I could upload it in parts, and get it past the uploader limits
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Sio ♥
11 years ago
:-(
Renee Harvy says
11 years ago
but I don't want to cheat that if that means the shoes are going to cause problems. What's normal for a shoe?
Renee Harvy says
11 years ago
I don't want to show it because at this point I'm not at all sure I can sell it lol
Renee Harvy says
11 years ago
I don't think it's "overly" detailed compared to other shoes I see for sale.
Renee Harvy says
11 years ago
I took all the back faces off
Renee Harvy says
11 years ago
I'm just wondering what an average is for shoes
Renee Harvy says
11 years ago
I've made several boxy boot shapes that were well under 10K tris. But you start putting rivets and buckles and trim pieces on, and things get crazy
Sio ♥
11 years ago
hmmm...
Renee Harvy says
11 years ago
oh I didn't even try. I just assumed because I've heard people say that anything over 30K breaks the mesh
Renee Harvy says
11 years ago
and I've heard people complain about hair that big crashing sims. I just don't know what's considered "reasonable" for mesh
Renee Harvy says
11 years ago
I guess I should start by trying to upload it now
/usr/sbin/ennui
11 years ago
can you post a wireframe pic?
Renee Harvy says
11 years ago
it's not joined but I'll post it
/usr/sbin/ennui
11 years ago
and i guess you did the smoothing thing in the uploader or with your material settings? (otherwise the number of vertices goes craycray(
Auryn Beorn
11 years ago
Limits for mesh are here: Limits - Second Life Wiki
Renee Harvy says
11 years ago
oh man, I never thought to just rez one and check the LI. Shoes are so SMALL, that's crazy LI
Auryn Beorn
11 years ago
44k tris should be not a problem uploading, if you take into account the note about staying under 21k tris per material.
Raynee says
11 years ago
Oh hey, those are nice! Depending on size those could be unisex.
/usr/sbin/ennui
11 years ago
imho you could simplify the mesh a lot, it doesn't need that many polys
Renee Harvy says
11 years ago
thank you Raynee. They are meant for a men's event, but yeah, I hope to wear them
Renee Harvy says
11 years ago
yeah, I'm an novice, obviously. I played around with pulling out more loops and kept breaking things, probably because I built them poorly
Paco Pooley
11 years ago
you have to test renee. if you - i.e. - set the lowest LOD manually in the uploader to "0" it safes A LOT Landimpact. alas: you have to check how it looks from a distance.
Paco Pooley
11 years ago
usually the distance is so high that the avatar wearing the shoe sees himself more or less a stick figure - but like said - you have to play with it
R.Diesel
11 years ago
A lot of your details can sometimes be converted on to good texturing.
Renee Harvy says
11 years ago
right, I know how to get the land impact down, but I thought the 21K limit was per object, not per material. That makes a big difference.
SySy
11 years ago
you got all the advice already but can i just say WOW you made those that is amazing!! great job!
Renee Harvy says
11 years ago
awww SySy, you are so kind :-) Thank you!
/usr/sbin/ennui
11 years ago
yeah i've found that manual retopology is pretty much the way to go
Renee Harvy says
11 years ago
thank you, this is a big help!
/usr/sbin/ennui
11 years ago
renee: i'm checking some of my models in the uploader, worst one so far is 18k tris for a pair of rigged boots, knee-high and with lacing to the knees
/usr/sbin/ennui
11 years ago
and i'm really not that good at efficient modelling
R.Diesel
11 years ago
Most of the details will need a high enough tri count in medium LOD for the average viewing distance. You might want to consider retopo-ing the model so you have less number of polys.
R.Diesel
11 years ago
This would possibly mean seaming and unwrapping again though.
SySy says
11 years ago
Also if you're in blender using modifyers (subsurf etc.) see if you can tone those down anywhere you can a bit? I notice that skkyrockets the count aswell
SySy says
11 years ago
at first i was like OOOH nice this subsurf! looks nice and smooth! click click oh nice, lets set it at 3! smoother! ow. thats a TAD high (LOL)
R.Diesel
11 years ago
SySy_Chapman : In blender you can render it at a higher count but use a lower count in "view" so you save on polys but still get smooth details on textures.
Renee Harvy says
11 years ago
jackalennui: right, I'm generally around 10K. I'm not sure how this one got so out of control. I needed a lot of loops to get that front piece to bend down and around the shoe, and I ended up with a
Renee Harvy says
11 years ago
lot of loops to get the back part to lay down reasonably well too. It's all subserf level one though. I just used that many loops.
Renee Harvy says
11 years ago
I need a lot more practice (LOL)
Renee Harvy says
11 years ago
Rogan_Diesel: yeah, I can see that I'm going to have to unwrap it again. Fortunately I didn't have to do much to to the UVs for the texture I wanted, so I don't have a lot of work in there yet
Paco Pooley
11 years ago
ReneeF: is there any chance that you can "fake" the details via Normal Map? like baking the NM from a really high poly mesh to a low poly one?
Renee Harvy says
11 years ago
that's a good idea. I'll try.
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