EnYB0La on 22/2/2017 at 13:55
Hi,
I'm currently modeling this 3D Ancient Greek Column polygon mesh and I have an issue I cannot resolve:
Inline Image:
https://image.ibb.co/iRmVwF/blender_top_ancientgreekcolumn.pngWhen I'll get it totally modeled, I'll import it in DromEd and I'll want to fit it in this area:
Inline Image:
https://image.ibb.co/d9V7bF/dromed.pngI know that area has a
8 units in height and a
grid size of 13 units.
How can I define the exact height size of my final Ancient Greek Column 3D polygon mesh in order to fit perfectly in this space in DromEd (1 DromEd unit =
X Blender unit)? I don't want to have to resize my imported 3D polygon mesh in DromEd. I want it fitting perfectly the height of the desired area.
Daraan on 22/2/2017 at 13:59
1 Blender Unit = 1 DE Unit
nicked on 22/2/2017 at 15:34
Correct. That shape will be 2x2x8 in Dromed.
R Soul on 22/2/2017 at 18:47
That object looks very high poly. There's a limit of around 2000, and that's with all faces converted to sets of triangles. Remember that most object programs allow faces to be rectangular, or have other polygonal shapes, which are converted to triangles by the export programs. Blender shows the number of faces and triangles at the top of its window.
EnYB0La on 22/2/2017 at 19:19
Quote Posted by R Soul
That object looks very high poly. There's a limit of around 2000, and that's with all faces converted to sets of triangles. Remember that most object programs allow faces to be rectangular, or have other polygonal shapes, which are converted to triangles by the export programs. Blender shows the number of faces
and triangles at the top of its window.
This one is my final object:
Inline Image:
https://image.ibb.co/hRSLwF/Prt_Scr_capture.pngIn this case, I used the Decimate modifier but the final aspect of the mesh is crappy.
Could It be possible to explain how to significately reduce the number of faces without affecting visually the 3D mesh (or not so much)?
(
https://files.fm/u/k3vb7w3k) My Blender mesh.
nemyax on 22/2/2017 at 19:25
Dissolve the edge loops that affect the shape the least.
LarryG on 22/2/2017 at 19:40
Start with a great texture. That will cover up a whole host of modeling sins. Also start with low poly in mind. If you start with 8 or 10 sided cylinders it will look better than if you start with 50 sided and decimate down to the 8 or 10. Since you know that the model has to be low poly, don't make a high poly model. So my advice is to remodel your column. Also separate your base and capital from the column itself. You really can do a column brush very well in DromEd with an appropriate texture. It's the bases and capitals which can do better as objects. That also will result in a more natural feel to the column for player interaction.
Judith on 22/2/2017 at 20:03
Start with a good hi-poly model that will have even quad distribution and won't collapse to a mess when you use a turbosmooth equivalent in Blender (this model surely will). Then make a simple cylindrical UVd model so you can render the hi-poly details to texture.