View Full Version : Hair LOD Creation Issues
Menaceman44
5th Sep 2011, 01:57 PM
Hello, I've got an issue with my hair mesh I am working on. I've not got to the stage where I can try it in game yet as I am still trying to create my LODs.
I'm using Milkshape and attempting to create the LODs by using the DirectX Mesh tool. The hair is pieced together from three in-game EA hairs exported with the TSR Workshop. The selPolyCount tool reports that the hair has 14170 Polys, 11040 Vertices and 4310 Distinct Vertices. I have no idea if that is good or not.
My problem is that when I use the DirectX Mesh tool it will NOT reduce the polys below a count of 12027. How should I go about reducing it if the tool won't work? I can't mesh from scratch which is one of the main reasons why I used existing EA meshes.
Elexis
7th Sep 2011, 01:34 AM
You always can try to reduce poly count in other 3D editor, for example 3DS MAX has great tool "Pro Optimizer", which is similar to DirectX in Milkshape, only this one has more options.
You can export your mesh in OBJ format, then edit with 3DS and then import it back in to Milshape.
If you don't want to use 3DS then some screenshots of your mesh will be great.
BloomsBase
7th Sep 2011, 03:33 AM
If the mesh has backfaces already grouped with the outerfaces there is not much that you can do.
However if you have a meshgroup with only the outerfaces i suggest you use this tutorial:
http://www.modthesims.info/showthread.php?t=429672
I haven't seen the mesh but 14170 polys to 11040 verts isn't so properly build.
Menaceman44
7th Sep 2011, 02:57 PM
I assume the mesh parts I have used already have the backfaces grouped as they have been taken from finished in-game hairs.
This is the furthest I have ever managed to get when trying to create hair.
Here is a picture of the mesh in Milkshape and in the preview tab of the TSR Workshop. It's quite a big picture so here's a thumbnail to click on:
http://img593.imageshack.us/img593/8545/meshpictures.th.jpg (http://imageshack.us/photo/my-images/593/meshpictures.jpg/)
There are 5 mesh groups in total; group_base, group_fat, group_fit, group_thin, group_special.
I would give trying to reduce the mesh in another 3D editor a go but I don't own any other 3D editors.
Elexis
7th Sep 2011, 07:43 PM
There are 5 mesh groups in total; group_base, group_fat, group_fit, group_thin, group_special.
I would give trying to reduce the mesh in another 3D editor a go but I don't own any other 3D editors.
Well I think this is your problem, you cannot use DirectX on morphs (fat, thin, fit and special). You should delete all morphs (leave only group_base) and only then use this tool.
This is also the reason why your poly count is so high.
Unfortunately, you must do the morphs again for each of the LOD's (by duplicating the group_base and reshaping it for each morph). Personally I don't think you will need them on lower LOD's, because it's a short hairstyle and it shouldn't cause any visible gaps on the neck.
Menaceman44
7th Sep 2011, 09:53 PM
I will try deleting the morphs and see what happens then. If TSR Workshop doesn't need them then I may also delete them on LOD0 because the only morph which shows any difference is the fat morph and it's that miniscule you wouldn't be able to tell in game anyway.
ETA: Okay, so the morphs aren't required to import a hair back into TSR Workshop which is a good start. I can also reduce the mesh much further now although still not as low as would be required for the lowest quality mesh; 505 verts. The main problem now is that TSR Workshop crashes when I try to import a mesh reduced with the directX Mesh tool.
I understand that here is not the place to get help with TSR Workshop and so will try to seek it at TSR itself.
Thank you everyone for your help so far.
Elexis
7th Sep 2011, 11:08 PM
As long as you import it in WSO format it should be ok. But Workshop is one little buggy program which will crash for no reason more often than you think.
I suggest you to use DABOOBS instead, it's simpler and it has no bugs. The only thing that DABOOBS can't make meshes with morphs, but your mesh will be without morphs so it's not an issue.
Here is a tutorial how to make hairs with it:
http://www.modthesims.info/wiki.php?title=Tutorial:Sims_3_Hair_Basics
Menaceman44
8th Sep 2011, 11:16 AM
Solved the crashing issue. I was forgetting to reassign the bone assignments.
I have tried the DABOOBS method in the past and I found it too confusing. I actually do find the Workshop easier. I'm a very visual person so to be able to see the changes I make in real time with Workshop is a great help.
ETA: I've finally got my hair in game now! YAY! The only issue now is that the texture seems blurry even on the highest settings. :( Is that more likely to be because of the mapping or the actual texture because the texture itself isn't blurry.
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