Take inspiration from CA.Originally Posted by Maly Jacek
Good places to recover faces (triangles) from is the head, arms and legs.
In the high detail models, theres alot of exesive detail in the face, mainly the lips and nose, quick easy way to fix this is to vertex weld them together (you will need to do a quick re-mapping of the texture though, buts its pretty simple). Helmets often have 2 or more 'rows' of vertices between the brim and the tip, again, cheat by welding them together, or just delete the faces and recreate them so there is only one row.
The arms and legs are also pretty easy. Try to get both as close as you can to rectangular prism, with the hands/foot meeting at a sharp point. You can use vertex weld again (esp. for the hands/feet), but I find it much easier to delete the faces on one side at a time, and then create a new poly in its place using the respective tool (I normally just run the poly from the shoulder right down to the elbow, then another from the elbow to the point of the hand).
Weapons are another good place to grab some polys, just have 2 planes, facing opposite directions, and UV map them to the weapon in your texture. 4 triangles, you dont get much more minimal then that!
Of course, these tips are for the lowest of detail settings. If you want to work on the others, just find places of unneeded detail that can easily be trimmed down. For those with high end PCs, the loss in detail wont be noticed at range, and those with lesser machines, they will be thankful for being able to play your mod.
Oh yeah, and make your life easy, delete half of your model, do your LOD work, then mirror it, as you will need to reskin the bones anyway, this will nearly half your work!
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