I served myself a bit of a hazard job by trying to convert a *.stl file to a low poly object.
It obtained about 3 milion verts and 2 miljon faces. The file I needed had a 2000verts 1000 faces limit.
So I tried to convert it with MeshLab back to that low count, but as expected there was hardly a form left.
So I used Furcher's retopologize methode (thanks for that!). Still a bit of a whirle as the object prop was so dense I could hardly trace the outline.
To keep the relief right I know that exporting .OBJ files from AM: to .3DS leads to the half outcome of the model.
This needs some clarification.
When exporting models from AM: like this OBJ one:2680v /5563t.
Importing it in MeshLab and exportin it to 3ds I get a file with 1007v / 2045 tris.
And that's precise the limit I needed.
Still a bit confused why this works that way.
Then I could import it to Quake and give it the right texture.
🐘
calendrius.mp4