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Open Casket
#4
How do you optimizing Polygons?

How are you reducing the polygon count?

What are you reducing the polygon count with?

How are you converting a *.uzp file into a file type which you can work on?

Do you have a custom editor which will import *.uzp files into say Autodesk 3DS Max or Maya and this enables you to mess around with these files and correct anomalies such as polycount and points?

I Gotta admit I'm rather confused about all this stuff..

Let me explain:

I'm trying to convert various models on various file formats, some *.max, some .3ds, some FBX and some *.obj format.

I use 3DS Max v9, I've attempted exporting to *.fbx format but the polygon count is too high. Same if I export to .3ds and use your FBX to FrameForge Converter.exe - the whole process goes to crap!

I can convert these *.fbx and *.3ds and even *.obj files if they have textures (another problem, try Texturing in 3D Studio Max using UVW and Unwrap UVW Maps and even Render to Texture) all this is really messing around to get new a custom object library together..

I'm really lost on this stuff.. I mean I know crap all about 3D and have spent the last month scratching my head that I'm going bald! I even got hold of MooTools PolyCruncher plug-in for 3DS Max. I managed to export in *.vml format okay but *.3ds forget it, it maxes out and crashes.

I realize my rant here asks a lot of questions but if you could let me know how I can export lower polycount models with textures so I can convert them and get them into FrameForge 3D Studio 2 I'd be really very grateful.

I find I'm going down the long and winding 3D path here when all I want to do is convert 3D models, preferably with their textures exported to have a larger pallet for storyboarding..

I'm looking in the mirror right now, my head's scratched to the bone, the skins broken, I'm bleeding and I'm losing all my hair.

How the hell do you do this stuff?

If you can offer some brief insight (I realize I've opened up a can of worms here) I could probably stop scratching my head, grow some hair back and get back to using FrameForge for what it's supposed to be used for..

Help, I'm going nuts here!!!!

I realize I may come across as a freek here but I'm actually having a joke at my own expense so no offense intended.. Just trying to get you to answer my questions... I thought a little giggle at me might do the trick..



Kevan
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