View Full Version : Mini Tips!
poopinmymouth
10-09-2007, 05:49 AM
Made these for a class I'm teaching, figured I'd offer them up to you guys!
http://www.poopinmymouth.com/net/pcount/examples/bevels.jpg
http://www.poopinmymouth.com/net/pcount/examples/display_selected_edged_face.gif
http://www.poopinmymouth.com/net/pcount/examples/normal_seams.jpg
http://www.poopinmymouth.com/net/pcount/examples/solid_vs_overlap.jpg
http://www.poopinmymouth.com/net/pcount/examples/sphere_trisave.jpg
http://www.poopinmymouth.com/net/pcount/examples/vertex_normal_construction.jpg
http://www.mr-chompers.com/images/poop.gif (http://www.poopinmymouth.com)
Kickflipkid687
10-09-2007, 11:33 AM
Wow, thanks for the tips. The last 2 things I havent tried before.
Woah nice tips there, thanks alot. Got one question for you. What about smaller objects? Would a mere box shape suffice or is it better to include the edge as well? Anyway thanks for the tips
poopinmymouth
10-14-2007, 07:02 AM
Obviously you still have to take polycount into consideration. If you don't have the edges to chamfer, you just don't have them. That said, if at all possible, avoid 90 degree angles unless the item is just incredibly small (I'd say under 10 cm).
http://www.mr-chompers.com/images/poop.gif (http://www.poopinmymouth.com)
TryForce
10-14-2007, 07:24 AM
hmmm thanks about the Sphere tip :D gonna remember that.
cool all over :D
thanks for the tip poop!
what about the solid object and the overlapping elements?
which one is better? solid object i guess?
or it depends on the situation of the model we want to build?
any tip?
TryForce
10-14-2007, 08:08 AM
uhm btw, you could have removed the point in the middle of the discs inside the cylinders and connect those polygons withouth the point in the middle = polyless and better for texturing as normalmap.
poopinmymouth
10-15-2007, 08:35 AM
Actually tryforce, the reason I connect them in the center, is because the vertex normals tend to behave better when they're angled like that, AND because I break each triangle edge in the UVs, so that the entire object is one unwrap. Think of the outside circumference as a straight strip, with triangles jutting off from above and below. This way, while there are several seams, there aren't any on the edges, and that's the part that looks the worst when there is a seam.
And as for solid versus separate, it depends on your object, and the triangle count. I prefer making solid objects where I can, but the tri count doesn't always allow it, and I'd rather have the silhouette change than not.
http://www.mr-chompers.com/images/poop.gif (http://www.poopinmymouth.com)
iceblazer17
10-20-2007, 09:42 AM
Thanks for the tips, you always have good advise. Im actually using the sphere one as we speak =)
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