I know very little about modeling in general, so expect me to say things that make no sense. :P
Here's our problem:
We recently updated to the newest version of Max and Poser. Poser has a plug-in that allows us to use our Poser models in Max, which is cool.
We have two problems facing us that we need to figure out before getting our poser models into UDK:
1: Poser uses a very complex material system. The end result is that the 3DS Max model has a lot (50ish) of textures. If I'm understanding the new Max material system, it is all in one channel. There's a huge pile of nodes (Similar to the Material editor in UDK) that controls how the textures get layered and set up so that they show up correctly on the model. We can't have a material with 50 texture calls in UDK.
Q: Is there a way to skin the final texture off of the model as it appears on the model so that we have a single texture file? We need to compress the big texture tree into a single final texture that is based off of how the character actually appears.
I'm hoping that this is easier than it seems to be and someone'll reply with something like "When you export with ActorX, it'll export a UDK friendly texture for you."
2: The models are high poly, which is good for the high poly model side of things. But, it means that we have to go from high poly to low poly. We usually go from low poly to high poly to avoid all of the work of reducing a model.
Q: What are people’s suggestions on the best way to reduce the poly count of a model with the most accuracy? I know I've heard of various software that claims to do this, but I don't know what works best.
Here's our problem:
We recently updated to the newest version of Max and Poser. Poser has a plug-in that allows us to use our Poser models in Max, which is cool.
We have two problems facing us that we need to figure out before getting our poser models into UDK:
1: Poser uses a very complex material system. The end result is that the 3DS Max model has a lot (50ish) of textures. If I'm understanding the new Max material system, it is all in one channel. There's a huge pile of nodes (Similar to the Material editor in UDK) that controls how the textures get layered and set up so that they show up correctly on the model. We can't have a material with 50 texture calls in UDK.
Q: Is there a way to skin the final texture off of the model as it appears on the model so that we have a single texture file? We need to compress the big texture tree into a single final texture that is based off of how the character actually appears.
I'm hoping that this is easier than it seems to be and someone'll reply with something like "When you export with ActorX, it'll export a UDK friendly texture for you."
2: The models are high poly, which is good for the high poly model side of things. But, it means that we have to go from high poly to low poly. We usually go from low poly to high poly to avoid all of the work of reducing a model.
Q: What are people’s suggestions on the best way to reduce the poly count of a model with the most accuracy? I know I've heard of various software that claims to do this, but I don't know what works best.
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