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Max model optimising


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Hi

 

I have a large model in max which is working well, with all the textures mapped onto it but, I was wondering if there were any methods of streamlining the model to speed it up ?

 

I have used Multires and grouped as many common objects as possible but, is there anything else that can be done to reduce its face count (or whatever)for an animation?

 

Thanks

 

N

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This is where it gets tricky. I've worked on a bunch of real time projects that required optimizing old models, recently.

 

My advice:

 

1. Make sure that the render times justify spending the time to optimize everything - basically balance the time so you don't spend 3 days optimizing when it would only take one extra to render as is.

 

2. Try to keep all the objects as what they are (not sure what you call a non collapsed object), so you can go in and change the face count easily (something that is hard to dictate, as a lot of people like collapsing models - which I find hard to deal with later on, even though, theoretically, it's faster to render collapsed objects).

 

3. If you really need to optimize, as we did with the real time, delete EVERY face that you can't see. Bottoms of chair legs, mullions, etc., etc. It can take weeks. Rebuild what is too high of a count or poorly constructed.

 

 

I personally stick to #1 and just balance it. A few extra polygons will not make nearly the difference that lighting will make, as far as time goes. Do the lighting, if there's time, go back and edit. Texture size is also important when you get up there in size. Soft shadows, maps, etc., will eat your ram alive, and if you are using GI it'll be a real killer and slow things down, or even crash your computer.

 

Post more info, and I am sure you could get more specific info. Hope that helps for now.

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Thanks for that.

 

Started on this model some months ago and had a massive problem with its 3.5 million faces crashing the machine etc... but now the photmontages are done - the animation is next and even better, the client wants it done in a week !!

 

I use VRay so, GI is eating up time but it is a small price to pay for the results it produces. I have noticed that of the 3 main models, the second biggest model takes a long time to open, close, select etc.. were the largest model is not a problem (and this thing is 5 times the size and much more complex). So, there must be some problem with the basic model of the second one.

 

All the models came from different sources and, I couldn't remodel due to the size of the project.

 

The only thing I would say by way of a tip, if you are modeling in Acad - when you import your model into max - import the geometry grouped by layer. This is when working with massive models. This was the solution to a month long quandry.

 

N

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if you are just talking about speeding up the model in the viewports..

 

 

i work with layers (so i can turn on off easy), linked scenes (so i can turn on off easy, typically this is how i place large amounts of detailed furniture in my scenes), and display as box (speeds things up greatly, as long as you know what is going onin the model), and don't forget to use the remove excess junk trick in another thread .somewhere.

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I have noticed that of the 3 main models, the second biggest model takes a long time to open, close, select etc.. were the largest model is not a problem (and this thing is 5 times the size and much more complex). So, there must be some problem with the basic model of the second one.

 

 

N

Texture map file size can be an issue for loading times, file and render. You can have a very complex model that loads and renders in minutes, start adding large texture files, many texture files, and lots of UVW mapping modifiers, it can take minutes to just load the textures and hours to render.

 

Bump mapping> displacement is another issue. Generally an entire process up front in rendering that can kill render times and appears like the renderer is loading. Subdividing existing geometry, displacing and adding renderering time, by increasing the rendered polycount, for shadows, and GI.

 

posting an image or two could help

 

WDA

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