LarryG on 9/8/2015 at 17:45
I have vizup 3.5.3 standard edition. No way I could justify the cost of either the pro or ultimate. I bought it in 2009, I think for $149. Back then it was called a "Home & Student license." It works OK for most of my needs, and not at all on some. But I really should check and see if I can upgrade to the most recent version on my license.
gamophyte on 10/8/2015 at 18:13
Ah thanks for that. Unfortunately they don't offer anything that cheap as of what's on the site now. I may do some searching for maybe a deal, but I DL the trial so I can make sure any addition to their engine can still limit polys in a healthy way for thief.
I have some sweet heavy victorian looking padlocks I want to "scan". As well as some different glass containers. Oh, and some skeleton keys. :cool:
LarryG on 10/8/2015 at 18:56
I asked about upgrades, and was told
Quote:
We currently allow upgrades only in 24 months window after the initial purchase. However, since you've purchased the Vizup Desktop a long time ago, I'll be happy to extend the upgrade offer for you.
That would let me upgrade the home / student version for half off the current price, so for about the same price that I originally paid way back when. They also offered me an upgrade to the pro version for half of the new purchase price. That version has a better engine and transmission and whitewall tires. I'm trying to think about it as saving $300 instead of spending $300, but I'm not certain I can get it past my auditor as a necessary hobby expense ... I would never have considered it at $600, but $300 is almost in reach ... If I do, I'll take the odd request to reduce polys for folk, as long as they realize that with free you can only expect what you pay for. :p
If you do scan some stuff and want it low poly, PM me with the URL to download it, and I can see what my 2009 version can do with it and send you the results.
When you take the photos, if you can, be sure to take top and bottom views. Where people forgot to take views of the bottoms, there are no polys generated. You only get polys where you take views. I'll bet that suspending from a thread against a blue or green screen would work the best.
gamophyte on 10/8/2015 at 23:51
That's a very kind offer LarryG. I just may take you up on it. Now also very kind, is the justification of helping out the community if going ahead with upgrade. In all actuality I wouldn't press it if the 09 works. I think most people still making FM know how to model, and if they don't (like me if it's something organic) we just might ask for the poly reduction.
I can only use sketchup at the moment so I'm screwed when it comes to complicated items. I have been wanting to make this:
Inline Image:
http://vignette3.wikia.nocookie.net/uncyclopedia/images/f/f5/Hand-Wrench.jpg/revision/latest?cb=20110603211215into a object for my mission but can't find a free low poly had to modify in sketchup. I really need to roll up my sleeves and learn a real 3d app.
R Soul on 11/8/2015 at 00:18
Blender has a 'Decimate' modifier which reduces poly count, not just by a tenth, but by any amount. I haven't used it properly, but from what I've seen it does a reasonable job with the shape but the texture mapping can get messed up. For a low poly object that might be easy to fix manually.
LarryG on 11/8/2015 at 00:43
IRC 3ds Max does have some similar capability as well. I believe I played with it a bit back in 2009 and decided that VizUp was superior in ease of use and end result obtained. I don't know about more recent versions of 3ds Max, though I do have the 2014 version of that, so perhaps I should try it out. VizUp is pretty good about keeping the texture mapping intact, as you can see from the 97% reduced jug above. I did nothing to change the map from what VizUp did.
PinkDot on 11/8/2015 at 21:10
Larry - you may want to look for some software for 'retopology', which means creating low-poly mesh based on a high poly model. A clean low poly mesh - not just a random vertex removal/optimization. Look at the 3dcoat retopology tools:
(
http://3d-coat.com/retopology/)
zbrush can do it (in a similar fashion) as well.
Getting scanned models into an ancient game engine is always going to be laboursome, so I would recommend using them on models that really justify the amount of hassle you need to go through.
----
On a side note - an interesting article on photogrammetry - a technique used in The vanishing of Ethan Carter.
(
http://www.theastronauts.com/2014/03/visual-revolution-vanishing-ethan-carter/)