3ds max and polycounts
edit:thanks for the tip, but i just got someone else to help and they told me the same. its kind of sad i didn't see that, but we all learn somethign new.
-------------------------Only a fool claims himself an expert
Quote:
Original post by Anonymous Poster
Ah. Dont be fooled ;)
Although it -looks- like a four sided shape, what you have in your second example is not actually a quad.
Try changing to vert mode and inspecting it. It will actually have 6 verts - the 4 corners plus 2 in the middle of the top and bottom edges. Instead of being one edge, the top and bottom are actually two edges that just happen to be nicely parallel.
Collapsing or welding verts and edges really is the best way to lower the res, in most cases, but it requires a bit of planning. Rather than considering each poly seperately, think about the model as a whole - you do end up with verts with 5 edges etc when you collapse, so you need to be thinking about that: "If I collapse these 2 together, how may edges will I have, and what can I merge -next- to fix -those- edges"
i'll take your advice about the collapsing but i am not 100% sure what you mean about there not being quads, here is a screencapture of a closeup look of one of them in vertice mode.
-------------------------Only a fool claims himself an expert
Right. I know what you mean caffiene. Would he have to do a full cross section of the model then? Because he'll end up with triangles otherwise right?
D. "Nex" ShankarRed Winter Studios
I think Jarrod just took that pic to illustrate what he wants to do (remove an edge), not as an example of a finished piece (ie, he realizes that its a 6 sided polygon and the offending edges need to be resolved).
Collapsing and Removing are both processes that need to be used in LoD creation. Sometimes, you can remove an entire edgeloop, where you'd Remove it. Sometimes, though, you want to replace two edge loops with one in the middle, and you'd collapse... this will give you a smoother distribution of geometry, but especially in initially high poly areas (such as around the mouth), its better to just go ahead and Remove extra edge loops.
Collapsing and Removing are both processes that need to be used in LoD creation. Sometimes, you can remove an entire edgeloop, where you'd Remove it. Sometimes, though, you want to replace two edge loops with one in the middle, and you'd collapse... this will give you a smoother distribution of geometry, but especially in initially high poly areas (such as around the mouth), its better to just go ahead and Remove extra edge loops.
-------------www.robg3d.com
Quote:
Original post by caffiene
Last try.
HERE
If it doesnt work this time im giving up. >.<
oh, lol, i see how you got that idea... i am sorry for the confusion but my examp2 is simply a photoshoped version of examp1, i simply removed that edge in photoshop just to convey the idea tht i want to rmeove edges (which of course is why i feel so stupid that i jsut didn't select the edge and remove it...). all of the section on the models are quads, i simply just didn't realise you guys would examine it that much.
but at the same time you're correct, or i should say professor was correct with saying "(ie, he realizes that its a 6 sided polygon and the offending edges need to be resolved)."
-------------------------Only a fool claims himself an expert
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