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#1
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Hey guys,
i try to start some model creating in the last weeks. i tried a lots of different things with sketchup and 3ds max. and today i create a simple model with an hole inside. i got 4 results and i did not really know what is correct... 3dsMax: Create a Line and extrude everything: http://www.spaehling.de/bilder/3ds_line.jpg Triangles: 28 Vertices: 84 3dsMax: Create a 2 Boxes and ProBoolean it: http://www.spaehling.de/bilder/3ds_probo.jpg Triangles: 28 Vertices: 50 3dsMax: Create a 2 Boxes and Boolean it: http://www.spaehling.de/bilder/3ds_bo.jpg Triangles: 28 Vertices: 54 Sketchup: Tried to make the same their: http://www.spaehling.de/bilder/sketchup.jpg Triangles: 28 Vertices: 51 can someone help me out.... ^^ edit: a bit more complex "hole". sketchup get some more triangles, because the bow got more segments. but less vertices Sketchup: http://www.spaehling.de/bilder/sketchup1.jpg 3dsMax: http://www.spaehling.de/bilder/3ds_probo2.jpg Last edited by Spaehling; 08-16-2012 at 01:25 PM. |
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#2
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None is better than the other. The orientation of the triangles dosn't change anything. Any method is okay.
Stick to 3D Max. |
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#3
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hey,
yeah i try to get fit in 3dsmax. K good to know, but what is about the vertices? i think its better, if there are less vertices or?
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#4
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Quote:
You shouldnt have more than 16 vertices imo |
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#5
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hey,
hm i check it out. i created a new one and i got 16 vertices in 3ds (so as you said) and 48 after importaing to udk. i think there is fail in export or import. i check that out. edit: hm the a normal cube thats from ro2 in the content browser gots 12 triangles and 24 vertices in udk. so that seems normal. i created an own cube too with the same result. Last edited by Spaehling; 07-14-2012 at 05:58 PM. |
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#6
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UDK splits meshes per smoothing group, which increases the vertex count, as there are effectively two vertices at each "hard edge."
You are right to worry about the vertex count though, as it is a very large portion of having an optimized game model and is arguably more important than the triangle count. But for something like this, that vert count is correct. |
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#7
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Quote:
thanks. so i start now and we'll see how crap my meshes would be thanks for the information. i hope i do everything allright.
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#8
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Avoid Boolean and ProBoolean. They are likely to give you very undesired results if you import your mesh into SDK.
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#9
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and what you recommend to cut objects?
![]() i made this with proboolean. but iam sure there is a better way. but this is all still new for me. 4 months ago, i started with sdk, now iam here . and atm i try to get this uv-mapping and unwrapping in my head. so i neglect the best way of creating something like in the pic.greetz
Last edited by Spaehling; 07-18-2012 at 01:04 PM. |
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#10
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Model the cuts yourself, dont use booleans.
But well, i guess if you import it and it looks well, nothing wrong with using it. Booleans just tend to make ugly geometry and give problems. Edit, for the above: One Cube, slice the top face in 9 pieces, extrude 5 of them. No boolean
Last edited by worluk; 07-18-2012 at 01:07 PM. |
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#11
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Last edited by Spaehling; 07-18-2012 at 01:39 PM. |
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#12
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Your final extruded one looks good.
It might not be necessary for this one (though it would be good practice) to go back into that final model and eliminate polys that you don't need to get it to the bare minimum of what gives it the proper shape with no wasted geometry.
__________________
NEMO ME IMPVNE LACESSIT Last edited by Six_Ten; 07-18-2012 at 02:12 PM. |
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#13
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UE3 still uses vertex lighting?
if so, reducing the triangles similar to what he got in the first pic of his last post might cause some ugly shadows |
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#14
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Your static meshes will need to be lightmapped (set up a second UV channel) in order to take advantage of the better lighting system.
__________________
NEMO ME IMPVNE LACESSIT |
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#15
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yeah i know about the lighting problem. that is what i've done the last 5 days. (lean uvmapping and unwrapping) and i think now iam a bit more in it, but not 100% sure.
thats cames out: ![]() (shadow in the back is a cloud) ![]() the pic with the badass shadow, was only for wireframe. |
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