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    <title>topic Re: poly count question in 3ds Max Forum</title>
    <link>https://forums.autodesk.com/t5/3ds-max-forum/poly-count-question/m-p/6021575#M81900</link>
    <description>&lt;P&gt;These are not dwg or dxf files. I am importing from Solidworks and or Inventor. I have been using sat format. Is there settings to controls the quad and tri count in this area?&lt;/P&gt;&lt;P&gt;Thanks for your help!&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
    <pubDate>Wed, 03 Feb 2016 12:03:20 GMT</pubDate>
    <dc:creator>Anonymous</dc:creator>
    <dc:date>2016-02-03T12:03:20Z</dc:date>
    <item>
      <title>poly count question</title>
      <link>https://forums.autodesk.com/t5/3ds-max-forum/poly-count-question/m-p/6011850#M81896</link>
      <description>&lt;P&gt;1st image on the left is of a nut imported for cad. As you can see it has way too many polys and makes an assembly very large and sluggesh.&lt;/P&gt;&lt;P&gt;The second image is of the same nut after i did the following;&lt;/P&gt;&lt;P&gt;converted to editable poly&lt;/P&gt;&lt;P&gt;sel all edges&lt;/P&gt;&lt;P&gt;Rt click then remove&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;This leave a real clean model with a much less poly count. This nut went from 1,284 polys to 28&lt;/P&gt;&lt;P&gt;My question is this; Is this acceptable in the game industry? Do i need to maintain tri's and quads?&lt;/P&gt;&lt;P&gt;&lt;A href="https://gyazo.com/ff3f4166515cbbc19fa2b27a9997d59c" target="_blank"&gt;https://gyazo.com/ff3f4166515cbbc19fa2b27a9997d59c&lt;/A&gt;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;If this is ok is there a way to do all of the items at once globally vs one at a time?&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;thanks&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Thu, 28 Jan 2016 15:33:42 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-forum/poly-count-question/m-p/6011850#M81896</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2016-01-28T15:33:42Z</dc:date>
    </item>
    <item>
      <title>Re: poly count question</title>
      <link>https://forums.autodesk.com/t5/3ds-max-forum/poly-count-question/m-p/6011964#M81897</link>
      <description>&lt;P&gt;Hi. Even though there's less polys, the amount of tris is the same. So it may look nicer in the viewport, but it'll not be better for games than the original. In fact it might actually behave worse, since all these invisible edges in an editable poly might deform in the process of export.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Unless your modelling everything with quads, it makes no sense to measure/count the amount of polys. Count tris instead, and turn it to an editable mesh before export. But if everything is made by quads (or tris &amp;amp; quads) then poly-count makes sense, and you can export your editable poly without fearing deformation (in most cases).&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Hope it helps&lt;/P&gt;</description>
      <pubDate>Thu, 28 Jan 2016 16:20:57 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-forum/poly-count-question/m-p/6011964#M81897</guid>
      <dc:creator>PROH</dc:creator>
      <dc:date>2016-01-28T16:20:57Z</dc:date>
    </item>
    <item>
      <title>Re: poly count question</title>
      <link>https://forums.autodesk.com/t5/3ds-max-forum/poly-count-question/m-p/6012047#M81898</link>
      <description>&lt;P&gt;shoot i was hopeing for a solution to my problems. The file size is so large i get wire frames and sluggesh working conditions.&lt;/P&gt;&lt;P&gt;I took an assembly from 312,480 polys to 15,164 polys&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;What if i dont plan on have my work game ready? Still not a good idea?&lt;/P&gt;&lt;P&gt;So is the only way to get the counts down is to recreat everything and not import, then use bump maps as much as possible?&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Thanks for you input for sure!!&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Thu, 28 Jan 2016 17:01:42 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-forum/poly-count-question/m-p/6012047#M81898</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2016-01-28T17:01:42Z</dc:date>
    </item>
    <item>
      <title>Re: poly count question</title>
      <link>https://forums.autodesk.com/t5/3ds-max-forum/poly-count-question/m-p/6012118#M81899</link>
      <description>&lt;P&gt;Well then it all depends on your need combined with your computer specs &lt;span class="lia-unicode-emoji" title=":slightly_smiling_face:"&gt;🙂&lt;/span&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;BTW - If you're importing ACAD solids from a DWG file, then you can adjust the amount of tris/polys generated with the "Maximum surface deviation for 3D solids" parameter in Max's DWG importer. Lower numbers gives higher precision and therefore a higher poly count.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Hope it helps&lt;/P&gt;</description>
      <pubDate>Thu, 28 Jan 2016 17:19:25 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-forum/poly-count-question/m-p/6012118#M81899</guid>
      <dc:creator>PROH</dc:creator>
      <dc:date>2016-01-28T17:19:25Z</dc:date>
    </item>
    <item>
      <title>Re: poly count question</title>
      <link>https://forums.autodesk.com/t5/3ds-max-forum/poly-count-question/m-p/6021575#M81900</link>
      <description>&lt;P&gt;These are not dwg or dxf files. I am importing from Solidworks and or Inventor. I have been using sat format. Is there settings to controls the quad and tri count in this area?&lt;/P&gt;&lt;P&gt;Thanks for your help!&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Wed, 03 Feb 2016 12:03:20 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-forum/poly-count-question/m-p/6021575#M81900</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2016-02-03T12:03:20Z</dc:date>
    </item>
    <item>
      <title>Re: poly count question</title>
      <link>https://forums.autodesk.com/t5/3ds-max-forum/poly-count-question/m-p/6021593#M81901</link>
      <description>&lt;P&gt;Hello;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;I'm positive with all the replies and i'd like to add something;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Game models consist of triangles, so even though you have Polygons which do not show triangles (in this case if they are not built from triangles) it will be a problem.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Every single mesh has a coordinate and bounds to another face to create it's topology, so according to your screenshot, the left and the middle images are unhealthy for game modelling, since the vertices cannot be computed healthy in 3 dimensions. Basically edges (which also create the faces with the help of where vertices are) should be consisting on your model.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;There are ways to decrease edges to maintain the main topology, Optimize and ProOptimizer Modifier List commands basically do that (mentioning those to help you understand how reducing edges should work, please give them a try on your model in your screenshot at left).&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Best regards;&lt;/P&gt;</description>
      <pubDate>Wed, 03 Feb 2016 12:13:53 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-forum/poly-count-question/m-p/6021593#M81901</guid>
      <dc:creator>kgokhangurbuz</dc:creator>
      <dc:date>2016-02-03T12:13:53Z</dc:date>
    </item>
    <item>
      <title>Re: poly count question</title>
      <link>https://forums.autodesk.com/t5/3ds-max-forum/poly-count-question/m-p/6021595#M81902</link>
      <description>&lt;P&gt;I don't use theese importers myself, so I don't know for sure. But I don't think that the SAT format is capable to such a thing, since everything in it is made "fixed" triangles.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;I may be wrong.... Maybe the help files can help you, or somebody else knows more about this.&lt;/P&gt;</description>
      <pubDate>Wed, 03 Feb 2016 12:14:13 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-forum/poly-count-question/m-p/6021595#M81902</guid>
      <dc:creator>PROH</dc:creator>
      <dc:date>2016-02-03T12:14:13Z</dc:date>
    </item>
    <item>
      <title>Re: poly count question</title>
      <link>https://forums.autodesk.com/t5/3ds-max-forum/poly-count-question/m-p/6022515#M81903</link>
      <description>&lt;P&gt;hanks for all your help!&lt;/P&gt;</description>
      <pubDate>Wed, 03 Feb 2016 18:44:34 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-forum/poly-count-question/m-p/6022515#M81903</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2016-02-03T18:44:34Z</dc:date>
    </item>
    <item>
      <title>Re: poly count question</title>
      <link>https://forums.autodesk.com/t5/3ds-max-forum/poly-count-question/m-p/6023887#M81904</link>
      <description>&lt;P&gt;I just run into another question. Is there any advantage using the quadify mesh and make it 100% ?&lt;/P&gt;&lt;P&gt;If i take the imported cad file and convert to an editable poly the polys increase a ton. then when i add the quadify mesh and set it to 100% I end up with the same count that i started with before I turned it into an editable poly.&lt;/P&gt;&lt;P&gt;thanks&lt;/P&gt;</description>
      <pubDate>Thu, 04 Feb 2016 13:23:56 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-forum/poly-count-question/m-p/6023887#M81904</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2016-02-04T13:23:56Z</dc:date>
    </item>
    <item>
      <title>Re: poly count question</title>
      <link>https://forums.autodesk.com/t5/3ds-max-forum/poly-count-question/m-p/6024238#M81905</link>
      <description>&lt;P&gt;What the difference in tris? If converting it to Editable Poly makes more triangles (tris) then use the "Turn to Poly" modifier and tweak it till it don't.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Hope it helps&lt;/P&gt;</description>
      <pubDate>Thu, 04 Feb 2016 15:36:28 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-forum/poly-count-question/m-p/6024238#M81905</guid>
      <dc:creator>PROH</dc:creator>
      <dc:date>2016-02-04T15:36:28Z</dc:date>
    </item>
    <item>
      <title>Re: poly count question</title>
      <link>https://forums.autodesk.com/t5/3ds-max-forum/poly-count-question/m-p/6028942#M81906</link>
      <description>&lt;P&gt;Thanks&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Mon, 08 Feb 2016 13:37:10 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-forum/poly-count-question/m-p/6028942#M81906</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2016-02-08T13:37:10Z</dc:date>
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