Sluggs on 29/6/2004 at 15:10
Oh dear! I can understand now why you mentioned that the matchbox has too many poly's! :wot: Something horrible has happened to it and it shouldn't be the way it is. I had made it the same simple way as the book and for some reason, it has changed! :confused: I just don't know what has happened to it! :sweat:
Please don't download that version. I will make a new one. :wot: This is completely weird.
It's no wonder there were complaints about it. :eww: Dat's one funky matchbox! If i start modelling like that, shoot me! :laff:
Oh! I just remade it and it came out in the same way as the previous one did when i loaded up the .3ds file.
Before exporting to .3ds...
Inline Image:
http://i71.photobucket.com/albums/i133/SluggsUK/anim8or/before3ds.jpg After loading back in the .3ds file...
Inline Image:
http://i71.photobucket.com/albums/i133/SluggsUK/anim8or/after3ds.jpgAnyway, i have made an updated version with fewer poly's than the last so it hasn't all been for nothing!
Ottoj55 on 29/6/2004 at 17:10
i noticed many objects i was reverse engineering from thief had similar diagonal lines on the faces, it seems like somthing that bsp does when it builds the object.
The Watcher on 29/6/2004 at 17:44
Many 3D programs will show you a single face when it could be using two or more triangles to build that face. Usually this fact is somewhat hidden from you when you are working in the modeller's native format, but importing and exporting in other formats will often either make it plain or result in the single face used internally being split into triangles. Some point manipulation operations can highlight it it as well.
Essentially you have to assume that for every square or rectangular face you have in your object you're actually generating two triangles.
Ottoj55 on 29/6/2004 at 17:48
so then on an object i'm working on i have 270 faces, i should assume 540 faces actually are used.
another question, on more complicated objects, like the combat bots, how are they kept low poly? are they separate parts each with a poly count that is acceptable so that while the whole is large the rendered bits are simple?
Schwaa2 on 29/6/2004 at 17:48
Sorry to confuse you Sluggs,
I saw the lighting on the edge of the matchbox and thought it was overly complicated. I didn't realize that the ends were supposed to be indented, I thought it was just a simple cube, after seeing the Anim8or pic I understand how you made it.
A poly is a triangle no matter what, so even if bsp adds the lines in the middle of the square, it's not adding polys, just making all edges visible. Your model probably still has the same amount.
This can be done in 3DMax by choosing the <b>turn to poly</b> modifier and choosing <b>3 sides</b> per poly. I do this quite often so I can see every possible edge, when you get to more complex objects/Ai's you'll need to turn the edges quite a bit to get the correct results. When I have a chance I make make a small tut about it, I imagine Anim8or has the same function although I don't know what it's called.
I also have the same prob with low poly sluggs, I'm not all that great at textures but on alot of objects it doesn't take much to replace polys with simple texture details. My first round of objects were overly complicated too, it just takes time...
Sluggs on 30/6/2004 at 14:22
Hah! I'll see it when i believe it! Err, strike that, reverse it! Good idea. Now i wish i had a digital camera or a scanner! Finding that in an FM will be just sooo surreal! :laff:
Yandros on 30/6/2004 at 14:44
That's fabulous!
sterlino on 30/6/2004 at 16:23
ah ! nice...... :thumb: