Model Smoothing
Hello, feelow gamers. I am making my first model in Lightwave, and I am kind of curious if game engines will accept Sub-Patched (Meshsmoothed in MAX) and keep the polygon count the same.
Example: My model has 3000 polygons subpatched (meshsmoothed)
Subpatches: 50000 tri
Thats pretty high for a game model. Usually models run around 300-600polygons unless I am mistaken
_______________________________________________________Many stupid things are uttered by people whose only motivation is to say something original. -Voltair
Isn''t this a better question for the visual arts forum?
To take a blind stab at answering it: No game engine I know of handles realtime subdivision objects. (Well, okay, there are n-patches and the like in Quake III, but those are not the same as subdivision surfaces...)
You need to freeze your model into standard triangles. Some say just freeze it with a curves setting of 1 (in modeler), and then let the model loader turn the quads into tris, but I find I have better control by freezing it at 1, and then tripling to make tris. After that, I can run Qemm2loss on it and try to trim off the polygon fat.
Usually once that is done, I use SurfaceBaker to save out a nice atlas UV map of my whole model -- instead of trying to fiddle with preseving UV maps during that whole process mentioned above.
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[[ Gaping Wolf Software ]] [[ GameGenesis Forums ]]
To take a blind stab at answering it: No game engine I know of handles realtime subdivision objects. (Well, okay, there are n-patches and the like in Quake III, but those are not the same as subdivision surfaces...)
You need to freeze your model into standard triangles. Some say just freeze it with a curves setting of 1 (in modeler), and then let the model loader turn the quads into tris, but I find I have better control by freezing it at 1, and then tripling to make tris. After that, I can run Qemm2loss on it and try to trim off the polygon fat.
Usually once that is done, I use SurfaceBaker to save out a nice atlas UV map of my whole model -- instead of trying to fiddle with preseving UV maps during that whole process mentioned above.
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[[ Gaping Wolf Software ]] [[ GameGenesis Forums ]]
--- - 2D/Pixel Artist - 3D Artist - Game Programmer - Ulfr Fenris[[ Gaping Wolf Software ]] [[ GameGenesis Forums ]]
I''ll move this to Visual Arts.
[ MSVC Fixes | STL Docs | SDL | Game AI | Sockets | C++ Faq Lite | Boost
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[ MSVC Fixes | STL Docs | SDL | Game AI | Sockets | C++ Faq Lite | Boost
Asking Questions | Organising code files | My stuff | Tiny XML | STLPort]
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