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Ped problem


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all the pieces are attached?

you could also try using turbo smooth

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TurboSmooth? No. dont do that.

 

How many polygons does that have?

umm...

 

Groups: 6

Instances: 106

Faces: 86648

Edges: 369

Materials: 8

Textures: 1

Triangles: 196624

There is NO WAY thats gonna work in GTA SA.

 

Next time make your own models, dont download from free sites.

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The following text is quoted straight out of the 3ds-Max 2010 help files and should answer your question...

 

 

A few 3ds Max modifiers can help you lower the polygon count of your models.

 

MultiRes

The MultiRes modifier reduces the memory overhead needed to render models by decreasing the number of vertices and polygons. This is useful not only within 3ds Max, but for content creators who export models for use outside of 3ds Max, such as in Web-based 3D applications. MultiRes offers several advantages over the Optimize modifier, including faster operation and the ability to specify reduction as an exact percentage or vertex count.

 

Optimize

The Optimize modifier lets you reduce the number of faces and vertices in an object. This simplifies the geometry and speeds up rendering while maintaining an acceptable image. A Before/After readout gives you exact feedback on the reduction as you make each change.

 

ProOptimizer

The ProOptimizer modifier lets you select objects and interactively optimize them.

 

 

So there you go! There are a few modifiers you can try out to achieve what you want. Good luck!

 

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They are not really efficent, and f*ckup most of the topology of the model.

That is probably true but it's his only options for reducing the number of polys within the program. He's already said that he can't model it himself from scratch.

 

What I've found from my own limited tryouts with these modifiers is that they do tend to screw the topology up as you say. But by adding an 'Edit Mesh' modifier above it in the stack and then manually tweaking/editing the polys afterward, acceptable results can be achieved. For me, this was during the creation of a shadow mesh for a helicopter but for a detailed model, it may not be possible to get it looking right. I have no idea what these modifiers do to UV mapping!

 

In the end, I'd have to say the best thing to do would be to model it from scratch. It might take more work tweaking than modelling it.

 

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