Sunday, 25 March 2012

Polycount reduction...

Polygon Reduction

Polygon reduction lightens a heavy object by reducing the number of polygons, while still retaining a useful fidelity to the shape of the original high-resolution version. For example, you can use polygon reduction to meet maximum polygon counts for game content, or to reduce file size and rendering times by simplifying background objects.

Polygon reduction also allows you to generate several versions of an object at different levels of detail (LODs).

Polygon reduction works by collapsing edges into points. Edges are chosen according to their “energy”, which is a metric based on their length, orientation, and other criteria. In addition, you have options to control the extent to which certain features, such as quad polygons, are preserved by the process.


To apply polygon reduction

1. Select one or more polygon mesh objects, polygon clusters, or polygons.

2. Choose Modify > Poly. Mesh > Polygon Reduction from the Model toolbar.

The polygons are reduced using the default settings and the Polygon Reduction Op property editor opens. For information about adjusting the settings, see the sections that follow.


Source: http://softimage.wiki.softimage.com/xsidocs/polys_PolygonReduction.htm


Polycount reduction will have to be considered when modelling our game as we have suggested it to be ported to an iOS platform. This method of polygon count reduction is a post process that I will be using as a fallback if our models don't meet an acceptable polycount. Although when modelling we will both have polycount reduction in mind so this won't necessarily be used.

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