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1. It depends on what kind of model you are building, if you are building a movie animation, especially a biological model, it usually needs to be smoothed. Because there is no special requirement for the number of opposite sides to make a movie or animation, it just needs to be effective. But if you are making a game model, then it is impossible to smooth it, you can only build it as reasonably as possible, and then use textures to express the details.
2. There are many details, and the number of surfaces must be more, but the number of surfaces can be controlled through reasonable wiring, and the places where there is no need to add wires can be added. All of this is empirical, and the software itself has no direct functionality.
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Are you making a physiological model or a model of the city's architecture?
If there are too many, the same material will collapse into a single object to reduce the faces.
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Want this effect? ,It seems that max doesn't have such a display method.。
However, you can add a smoothing modifier to the model and leave nothing unchecked.
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You're talking about VR**, select the object, right-click - V-RayMesh
export,There will be a dialog box popping up below,Change the **save path you want to save in the folder (remember that this folder must not be deleted),Change the model name in the file (you can also change it),Finally, check the option to keep the texture of the texture at the end,OK。
Remember to rotate together with the collapse of the material, do not rotate together with different materials, and the position is immovable after the turn, remember.
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After the first model is made, all the wireframes are displayed, and the ones that should be frozen are frozen, and there is no need to update them in real time, and then all the invisible points, lines, and surfaces are deleted. Then copy again. Other foil scenes can be hidden, just select Render Hidden when rendering.
You can also use the optimization command to optimize the model, and that's basically it. If you can't, you can update the machine configuration.
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You're going to have to get rid of some waste noodles and waste lines or something.,Some places can be expressed with textures.,And for example.,A cylinder.,I use 12 sides and 8 sides are no different.,You can also reduce the surface with 8 sides.,Of course, I'm just talking about the method in the game.,Hehe.。
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Option 1: Achieved by turbine smoothing.
1.Create a cube in the top view.
2.Add the Turbo Smoothing modifier and set the number of iterations to do more than 5.
1.Create a new box in the top view.
2.Add a Polygon modifier and select the edge level.
3.Click on the chamfer to set the parameters.
4.Click the green tick to complete the setup.
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If the overall smoothness is to be nurbs, toggle the point object, and then right-click the upper right corner.
If you're talking about the local smoothing command, there's a local smoothing command in the polygon modification menu, right next to the refinement command, and the shortcut for the local smoothing command is ctrl m (I'm using a different version).
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Polygon There is a small mesh smoothing button in the polygon-level modification list, I don't know if you are talking about this, you can look for it, the effect is the same as in the stack.
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In 3DMax, you can use ** objects to streamline 3D files, and control the number of faces within a reasonable range, the specific solution steps are as follows:
Tools required: 3dmax, a computer.
1. For example, we can first blow up the "group" of the potted flower, and then convert all its parts into "polygons". In this process, you can come one or several pieces, and you must not come together, if you convert them together, the computer is easy to get stuck.
In the process of collapse, do not choose a lot of collapse, if a lot of pieces collapse, it is easy to get stuck.
3. Save the material of the collapsed flower pot.
4. Then export the pot as an object.
5. Open a new file, follow the above steps, and then click on the blank space in the file to open it, and the object has been imported.
6. You can see that the number of faces of the object has become 10,000, and then copy the material from the material library to any shader ball and assign the material to the object.
7. In the display on the right side of the object, the object will show different changes according to different selections.
8. Finally, a simple rendering is sufficient.
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You can try to use Lao Ziyun's model surface reduction tool, which can quickly reduce the number of model faces without changing the appearance and structure of the model.
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Use the Optimize modifier, which drastically reduces the number of faces on the model while maintaining maximum detail in the model.
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There is a reduction service on the Laozi cloud platform, and the effect is quite good after the reduction.
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Without this order, you have to optimize it yourself, and the modulus is not all collapsed, right?
The outside of the camera has been deleted.
An indoor picture is normal within 20 hours.
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That is true. With rectangular modeling, there are many surfaces, but the advantage is that the quality of the model is better, and it is easier to change later.
If you want to do many scenes, it is best to back up a few more, because if you do a scene for a long time, there will be various errors.
There is also the need to clean up the garbage in the scene frequently.
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There is a subtractive multires in the modifier commandIn the drop-down menu, click generateJust adjust the parameters in the first column. The smaller the number, the less. But not too little. Too few models are not sleek.
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The original model on the left and the optimization model on the right.
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The faces of the selected object are then.
mesh->reduce in polygon mode
Adjust the parameters appropriately, or sometimes run out of the triangle.
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You can reduce the surface of the object **, and the surface that cannot be seen will not be deleted
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Lao Ziyun 3D Model Surface Reduction Service - Automatically reduce the number of faces of the model without affecting the model appearance, animation, texture and material boundaries. It can be easily reduced automatically in 5 minutes, reducing the memory occupied by the 3D model. Widely used in VR AR, games, design and other industries.
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Originally, you didn't score, I didn't want to teach you. But my brother is in a good mood, so I will simply teach you that you need to complete 2 steps to do that.
The first is to set up shortcuts, which you can do without doing.
Second, this is the key, and many people don't pay attention to it. Inside the polygons, subdivide the surface in the tab and click Subdivide with nurms.
Thereupon... Did you find out!!
Actually, this is a turbo smoothing command integrated into the polygonal modifier, but it's absolutely amazing for newbies, in fact, the effect is the same.
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No, there should be. You select the model you want to smooth first, and then you go to the modifier list to find it, which should be at the end of the list.
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Both subdivision methods require edge crimping, and turbo smoothing optimizes memory resources well and does not occupy too many system resources.
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The grid is better... He has fewer faces than a turbine... So the rendering won't be too stuck... But the effect is still almost the same.
In mathematical terms, a closed figure consisting of three or more line segments connected sequentially is called a polygon. According to different standards, polygons can be divided into regular and non-regular polygons, convex polygons and concave polygons.