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| 3D WIPs Post your works-in-progress (WIPS) and lets be open to suggestions. |
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| | #421 (permalink) |
| SFM Obsessed Realname: Jeff Join Date: May 2006 Location: New York City
Posts: 2,355
Downloads: 1 Uploads: 0 | |
| ---- My Subdivision Modeling Video Tutorials ---- New York City in HDR ---- ---- My Favorite Tutorials/Links ---- 488 Star Wars Ref. Pics ---- | |
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| | #422 (permalink) |
| Trust me it won't Hurt Join Date: Jun 2006 Location: Canada in Theory
Posts: 1,274
Downloads: 1 Uploads: 0 | |
| --------------------------------------------------- " Nuts! " . . . ~General Anthony McAuliffe: 101st Airborne at 'The Battle of the Bulge' Distraction W.I.P. :Star Trek DS9 Current W.I.P. : The Occupation: Thor's Settlement | |
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| | #423 (permalink) |
| Mr. Speedy Join Date: May 2006 Location: Montreal Age: 42
Posts: 3,458
Downloads: 2 Uploads: 0 | OK...File sent mate..had a minor surgery last afternoon so had to runoff quickly. Hope this helps out. When you do boolean operation and when you use the late tool don't forget to weld your points, you had a ton floating in that small section alone. when doing pipes for nurnies and such, 12 to 15 sided disc is well enough. Remember that nurnies once painted don't need a large polycount, specialy things you'll never get that close to. NEVER use double sided polygones like i mentionned, instead make sure your polygones are properly aligned. A Few exemple to illustrate...no need for description realy.it's self explained realy. |
| When you love a pet, loosing it is like loosing a part of your soul. I lost part of mine on Feb 12 2008. Never will it be the same again. | |
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| | #424 (permalink) |
| Trust me it won't Hurt Join Date: Jun 2006 Location: Canada in Theory
Posts: 1,274
Downloads: 1 Uploads: 0 | Thanks for the help Al and also thanks for the file . . . . I will check it out and when I go over the mesh again I will take the optimization methods with me . . . ciao, time to park airplanes again . . . . ![]() gp |
| --------------------------------------------------- " Nuts! " . . . ~General Anthony McAuliffe: 101st Airborne at 'The Battle of the Bulge' Distraction W.I.P. :Star Trek DS9 Current W.I.P. : The Occupation: Thor's Settlement | |
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| | #425 (permalink) | |
| Mr. Speedy Join Date: May 2006 Location: Montreal Age: 42
Posts: 3,458
Downloads: 2 Uploads: 0 | Quote:
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| When you love a pet, loosing it is like loosing a part of your soul. I lost part of mine on Feb 12 2008. Never will it be the same again. | ||
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| | #426 (permalink) |
| Hallway Monitor Join Date: May 2006 Location: Newcastle, England Age: 33
Posts: 1,273
Downloads: 1 Uploads: 0 | Double sided polygons are one of hose horrible artefacts which are tough to remove, like 3 point quads, the gits! (and before you ask, yes you can!) 'Unify polygons' found in the detail tab is most useful for co-located polygons! Band glue is your freind, when you have rows of quad loops, which are redundant, as is 'disolve edges' when you don't. As a personal recommend, don't have large ngons with holes in them, cut them in such a way they are 2 ngons, without a hole (use the connect tool - l). In my experience when you perform subsequent boolean operations and they break. Every now and again polygons get 'broken' and become inverted or go 'black' one simple solution is to triple them and merge them, which usually fixes them, massivelly pointed ngons are the worst for that, so I just do that as a matter of course these days. (shift t - shift z). I agree with Al and others, you should clean 'unnecessary' polygons, but things like how many rounding polygons you are using are personal choice. GP - if you want I'm happy to share non-lossy optimisation techniques with you, just PM me or IM me ![]() |
| Visit my Endless Pluto Station project, I'm still working on it, honest! Tobian: Official SFM Minion & Registered FTL Drive lvr. | |
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| | #427 (permalink) |
| SFM Nugget | "Personal choice" is just the polite way of saying a bad choice was made. Most rendered errors with polygins are easily avoided with wise use of edge loops, especially when cutting holes in to any polygon. It has nothing to do with pro v hobby, it makes life easy regardless of why a model is made. |
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| | #428 (permalink) |
| Hallway Monitor Join Date: May 2006 Location: Newcastle, England Age: 33
Posts: 1,273
Downloads: 1 Uploads: 0 | Excuse me, but don't put words in my mouth, that is not what I meant at all. |
| Visit my Endless Pluto Station project, I'm still working on it, honest! Tobian: Official SFM Minion & Registered FTL Drive lvr. | |
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| | #429 (permalink) | |
| SFM Obsessed | Quote:
nice work, al, hope they surgery went fine. | |
| He's a high-tech redneck, Mayberry meets Star Trek. He's a bumpkin' but he's plugged in, he's a high-tech redneck. -George Jones Death and Limbo Icon 3 | ||
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| | #430 (permalink) | |
| SFM Nugget | Quote:
Use too many, and the model becomes heavier than it needs to be, like anything, you have to use common sense, not just personally saying 12 segments is fine, when 2 or 3 will look exactly the same when rendered. If you didn't mean it like that fair enough, but it how it reads. Cheers! | |
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