Export Genesis to Lightwave: How to reduce polys while retaining quads?

photoguy1278photoguy1278 Posts: 0
edited December 1969 in The Commons

I want to rig my FBX-exported Genesis characters in Lightwave but I'm having trouble with deformations because the mesh is so dense. Any way to reduce the number of polygons without converting to tris? Lightwave doesn't handle tris well.

Screen_shot_2013-05-14_at_8.26_.17_PM_.png
1002 x 1119 - 284K

Comments

  • Richard HaseltineRichard Haseltine Posts: 19,898
    edited December 1969

    Did you export as OBJ using a subdivided mesh?

  • photoguy1278photoguy1278 Posts: 0
    edited May 2013

    I exported as an FBX and loaded as an object.

    Screen_shot_2013-05-16_at_5.03_.18_PM_.png
    1313 x 1203 - 307K
    Post edited by photoguy1278 on
  • jorge dorlandojorge dorlando Posts: 884
    edited December 1969

    Hello,
    Well ... I think you need this:
    http://www.mootools.com/plugins/us/polygoncruncher/index.aspx
    Here you have the option for converting to triangulate, or maintain quads, which is what you want.
    I have Lightwave not, so I downloaded the " 3DBrowser + PolygonCruncher"
    I still have 6 days to use it free
    this is the solution!!!

  • jorge dorlandojorge dorlando Posts: 884
    edited December 1969

    Oops! Forgot to say: PolygonCrunch reduces the mesh like you've never seen!

  • jorge dorlandojorge dorlando Posts: 884
    edited December 1969

    Here I used PolygonCrunch to reduce mesh genesis and save as quad
    only for demonstration, as it is fast and easy:

    gen1.jpg
    900 x 404 - 107K
    gen.jpg
    900 x 412 - 74K
  • photoguy1278photoguy1278 Posts: 0
    edited December 1969

    Thanks, I'll check this out.

  • Mr RidMr Rid Posts: 38
    edited July 2013

    Those pinched joint deforms I see in your example are a result of your rig, not the density of the polys. But to further smooth deforms in Layout, you may also want to apply subD (Tab key in Modeler). In Layout, Object Properties (P key), set Display and Render subPatch levels to suit, and set SubDvision Order to at least 'After Bones.' This way, the subD will apply after the bone deforms, thus smoothing.

    To reduce polys, there is also SubD Recovery http://www.mariussilaghi.com/products/subd-recovery that should revert existing subD on Daz models, while maintaining quads and correct poly flow. Only works with quad models. Since we usually dont know if a given Daz model was subD'd at some point, it may or may not work on a given model. I assume this works similarly to Zbrush Subdivision Reconstruction (Geometry menu), which has worked for me for at least one level of subD reduction on any Daz model I have tried. But in ZB, I have not been able to figure out how to keep surfaces/materials/UVs intact when exported.

    Post edited by Mr Rid on
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