Johnybotto wrote:Thank you Eyein12! One last simplistic question and I will stop: In creating my models I use edge loops that go through the entire model. When done, there are multi faces I can delete and rejoin vertexes to create one face where there were many. Is this OK to do? From what I have read, it is good practice to keep the edge loops consistent. If I delete the the multi faces and replace with one face it disrupts the edge loops flow. An example would be using edge loops to define the curve of a roof, the edge loops are needed for the roof alone, but flow through the sides as well. I would delete the multiple faces on the sides and replace with one face. I hope I explained that clearly.
John
cilldroichid1 wrote:Sorry for butting in here on a very helpful thread to helping me understand LOD's. At least in Blender the face count has to be doubled if all your faces are quads to get the poly count. Its my understanding that SMMDigital has it correct, one quad equals two triangles, which if i understand correctly all computer game models are rendered in triangles even if build in quads. Probably not much of a concern with basic scenery items but would be with more complex models such as loco's.
SCLALINE wrote:im wondering if another issue developed when the model went through conversion
if i remember correct the model was started in Sketchup, then moved to 3dsMax 2012 then to 3dsMax 2011 for conversion, could it be the model is not as clean as it should, i noticed this on some of the seattle assets before and sketchup models i have exported - just throwing ideas
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