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Idea: Uprez-ing a model (increase poly count)

Posted: Fri Jan 02, 2015 12:44 am
by JohnHudeski
I was wondering if anyone has heard of a way or a tool to increase the quality of old models
I know current game models have showed off real time subdivision
I really don't know how they re-calculate new UVs and bone weights in real time (Maybe they use it only for non-skinned meshes)

I don't know if there is a good algorithm that keeps sharp edges sharp and rounds out only specific edges

I'm just dreaming here

Re: Idea: Uprez-ing a model (increase poly count)

Posted: Fri Jan 02, 2015 1:02 am
by Nintendude
With game models I just do a re-topology with a subsurf/turbosmooth in 3DS Max or ZBrush to give the model a higher polycount while keeping the edges sharp. I'm sure there are other ways of doing it. Of course this is with non-skinned meshes, you would lose textures by increasing the polycount so you would have to figure a way around this.

Re: Idea: Uprez-ing a model (increase poly count)

Posted: Fri Jan 02, 2015 1:19 am
by JohnHudeski
I tried something like that once and it wrecked the edges of the model I was using at the time
I would prefer to do this in code so I can interpolate UV Value as well as bone weights