Speed vs Quality (Maximizing Polygon in 3D Max)
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Speed vs Quality (Maximizing Polygon in 3D Max)
First topic message reminder :

In here, i would like to show some helpful modifiers that will maximize the use of polygons to
our models. But before I go so far, have take a look first on the idea on which factor our project
must consider, is it the quality or the speed. Of course both must consider, decent renders at an
appropriate time. But sometimes these two dont works at the same time, so these tips might come handy.
So basically, one factor affecting our rendertime are the number of polys, and here are some methods on
how to reduce them without sacrificing the quality.
A. 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 Design
but for content creators who export models for use outside of the program, such as in Web-based
3D applications.
So here is our sample, form evermotion archmodels, the number of polys and vertices can be seen
on its active viewport ( just press 7 on your keyboard to show it)

1. Select your model, go to modifier list and select MultiRes.
2. After selection, hit Generate to activate and process the modifier


3. Under Resolution, you will see now the tabulation of polygons and vertices. Now under Vertices,
make it 75 instead of 100 then hit generate. The polys and vertices are dramatically reduced.and here is the comparison

And the rendered image comparison....so far a bit was change but not noticeble. And if you will just use this
model 5 meters away from the viewer, you cant determine that it was modified

4. How about making it 50. Almost half of the total polys will be deducted. Here is the comparison of thier tabulated polys

5. And here is the rendered image comparison. As long as the rendered image is acceptable,
you are free to lessen its vertices count

6. Okay, how about making it in 25 percent, still the artifacts is not noticeable

Just imagine the scenario, if this model was copied ten times, you can save a lot of polys
7. And if, say you want to preserve a certain parts of the models as it is, or i mean you want to preserve the details.
Bring back the original mesh at 100 percent, hit generate. Then go to sub-level of the MultiRes Modifier, select vertices.
On the model, select the areas you want to preserve its details ( window selection) then go to MultiRes Parameters.
Under generation Parameters, tick to activate Maintain Base Vertices, then hit generate......

It will convert the whole mesh except the area you selected.
So thats it for now and let us go to the other modifier.
Next is Optimized Modifier.....for continuation

In here, i would like to show some helpful modifiers that will maximize the use of polygons to
our models. But before I go so far, have take a look first on the idea on which factor our project
must consider, is it the quality or the speed. Of course both must consider, decent renders at an
appropriate time. But sometimes these two dont works at the same time, so these tips might come handy.
So basically, one factor affecting our rendertime are the number of polys, and here are some methods on
how to reduce them without sacrificing the quality.
A. 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 Design
but for content creators who export models for use outside of the program, such as in Web-based
3D applications.
So here is our sample, form evermotion archmodels, the number of polys and vertices can be seen
on its active viewport ( just press 7 on your keyboard to show it)

1. Select your model, go to modifier list and select MultiRes.
2. After selection, hit Generate to activate and process the modifier


3. Under Resolution, you will see now the tabulation of polygons and vertices. Now under Vertices,
make it 75 instead of 100 then hit generate. The polys and vertices are dramatically reduced.and here is the comparison

And the rendered image comparison....so far a bit was change but not noticeble. And if you will just use this
model 5 meters away from the viewer, you cant determine that it was modified

4. How about making it 50. Almost half of the total polys will be deducted. Here is the comparison of thier tabulated polys

5. And here is the rendered image comparison. As long as the rendered image is acceptable,
you are free to lessen its vertices count

6. Okay, how about making it in 25 percent, still the artifacts is not noticeable

Just imagine the scenario, if this model was copied ten times, you can save a lot of polys
7. And if, say you want to preserve a certain parts of the models as it is, or i mean you want to preserve the details.
Bring back the original mesh at 100 percent, hit generate. Then go to sub-level of the MultiRes Modifier, select vertices.
On the model, select the areas you want to preserve its details ( window selection) then go to MultiRes Parameters.
Under generation Parameters, tick to activate Maintain Base Vertices, then hit generate......

It will convert the whole mesh except the area you selected.
So thats it for now and let us go to the other modifier.
Next is Optimized Modifier.....for continuation
_________________
http://renderworks.webs.com/

render master- Game Master

- Number of posts: 2855
Age: 91
Location: riyadh, saudi arabia
Registration date: 27/09/2008
Re: Speed vs Quality (Maximizing Polygon in 3D Max)
thank you sir for sharing. the team appreciate it so much. god bless sir...
mammoo_03- The Exhibitioner

- Number of posts: 2279
Registration date: 21/09/2008

Re: Speed vs Quality (Maximizing Polygon in 3D Max)
v_wrangler wrote:The problem with procedural polygon reduction tools is that they do not care about the UV mapping. The higher the value you use, the higher the probabbilities that it will have a negative effect on how your objects are mapped. They ultimately destroy the UVs because they are dependant on the vertices.
Of course this is fine if the materials do not require UV Mapping like that of the above example.
One way to get over this limitation is to learn how to use Normal maps, Retopologize or model them yourself.
If yo uhave multitudes of the same object, either you instance them or if you are a vray user - just use proxies.
Thanks for these. I overlooked this one.
_________________
http://renderworks.webs.com/

render master- Game Master

- Number of posts: 2855
Age: 91
Location: riyadh, saudi arabia
Registration date: 27/09/2008
Re: Speed vs Quality (Maximizing Polygon in 3D Max)
malaking tulong to master thanks for sharing 

Last edited by bokkins on Thu Mar 03, 2011 9:00 am; edited 1 time in total (Reason for editing : edited textspeak)

Dhyon'D'Man- CGP Apprentice

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