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[flow_default] Transcription: 02 - Polycount.json

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+ {
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+ "audio_file": "02 - Polycount.wav",
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+ "text": "Hello guys, let's talk about the importance of the polycounts. Reducing the number of polygons in your model has many advantages. And we are going to take a look at each one. For example, if you have a model like this and want to hold this shape like a triangle here, you can hold this shape here inserting a loop here, an edge, okay. Now the strip is hold, but you should try to avoid adding more loops, for example, like here, here, like here, except if you are worried about your texture. And we are going to check it later. So let's start talking about the best advantage of working in a very low poly model for modeling. So working on a low poly model for modeling means that you are saving time and also get your mesh cleaner, your shape cleaner. So let's take a look at this now. So let's suppose we have these two models, okay, they have the same shape, exactly the same shape in profile view, front view but they don't have the same topology this one here is a low poly model it has the specific level of subdivisions and this one the high poly one this one is the high one this one is two levels above the lower one. So in case I want to fix for example this strength shape here in the ribs or this strength profile here in the belly with the height one my life is going to get much harder just because I'm going to work with much more vertices and much more polybons. For example, to fix this, to make a clean shape here in profile, I'm going to give some push here on these vertices. Something like this. Okay, now it's time to get clean. Of course I can use some smooth but I'm not going to use this just to explain my point. I can also get the brush a bit bigger. Okay, you can see that the loops are a bit curved here. It's not very smooth it's happening why I'm working in a high poly model so if I decide to work with this low poly one my life start to get cleaner and more efficient. So if you compare these two approaches we can see that here we have a bit strange bubbles in the high poly one you know just because we cannot have the same efficiency on the control of the shape of the surface working with so many vertices and polygons. So let's take this opportunity to talk about why you should not substitute the low poly mesh working for using a smooth brush. Even if I release the Shift key, which is a trick here in this brush to preserve the volume of the surface, it's not going to work very well. As you can see here. So I'll need in this situation to give some compensation here. Things like this and smooth again. So that being said, keep in mind that the best way to work is always with the most low poly level you can. So you avoid working high poly ones, it's moving too much and it's wasting too much time and things like that. So let's talk about the advantage of working in a low poly model for skinning. Skinning process as you already know is the process of connecting the joints to the surface to the mesh of your character. So the same way it's much easier to work for modeling with low poly mesh because we are working with less polygons, less edges, less vertices. You can work fast. It happens the same way for rigging for skinning. So in this situation here in this example, I have again two mesh, a low poly one and a high poly one. I applied for the two mesh some joints and made this simple animation here and applied skin, skin cluster here in the mesh. So we can simulate that we have a character doing this with the arm and our task now is to paint these weights, the weights of these verses in order to have this working properly. So let's start trying to paint this high poly mesh here in paint skin weights. I have here my animation, I'm going to use replace. When I click here, the first time I can see already that I have many strange bumps in these loops. I can also select these verses and use the Flood button in order to get that little bit faster this area here has much more fetids so we start to create this strange concavity here start to get a bit more challenging Okay, so that's more or less how we would paint this model in the high poly version So let's check how it would work with the low poly one If If we start here and just click here with the brush we are going to get the same way we got in the height version some strange bumps but much less but easier to fix because we have much less ver less vertices to work with. So we start doing this we can use as well here the smooth brush. Okay, same way here. When you have a low poly mesh, you kind of let Maya do the transitions for you much easier, in an easier way. So you don't need to paint too much. In addition, if you want, for example, to select vertices, to paint the weights, for example example doing this for example if you select this here and you want to give some food here okay in case we have a heavy mesh like this we're going to need to select in a more detailed way, like losing more time like this. Faster, easier, lighter. So that's another example of a good advantage working on very low polymeshes. Another important point to consider regarding polycount for your project is the total amount of polygons that you are going to work in your scene. For example, if you are going to work in a huge scene with many characters or in a huge production, sharing files, sharing models, things like this, it's very important to consider because it impacts directly in the performance of the software, in the performance of the handler, and it means time saving or it means timing wasting. So just to illustrate my point, the difference of this mesh here to this one is only one level and this lower one has just 25% of information of this one. In this case, you're going to have the same result. So if you achieve your goal with less polygons, go for it. Especially because I suppose you are going to work in a scene like this with four characters. And in case you are going to have rigs on many of them, textures information, animation information even bringing it from outside. So as much processing you can save, it's going to be better for your interactivity in the real port, file saving, also rendering, because when we are going to render a mesh like this, it's going to take more time than going to render a mesh like this.",
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+ "language": "en",
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+ "confidence": null,
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+ "duration": 820.31
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+ }