| 09-03-2003, 01:41 AM | #1 |
i import warcraft 3 models and i see that they are all composed totally of triangles. If i make a model, does it have to be entirely triangles? |
| 09-03-2003, 01:55 AM | #2 |
yep. |
| 09-03-2003, 02:49 AM | #3 |
damnit are u sure, well i guess u are, hm... this is not really that big of a problem, but its kinda a big thing to hit someone that didnt know that. Thats weird, does anyone know why it all has to be triangulated? What happens if one face isnt a triangle? Damn, doesnt that severly blow up the poly count? |
| 09-03-2003, 02:55 AM | #4 |
the way game engines compile information is by placement of the corner points of an object, the Vertices. It also can only calculate flat faces in game (I think because of shading and normals). Because every face needs to be flat, the only polygon that is always flat is a triangle. With a square, sometimes some vertices stray in awkward positions and the surface no longer becomes flat, which is the reason why you have to make it into two triangles. Every modelling program has some sort of triangulation option. Yes, it does blow up the polycount but that's the whole challenge of it all. Keeping something low poly isn't easy, and compromises sometimes have to be made. But I think low poly modelling really pushes skill efficiency in making something look good without using an overwhelming polycount. |
| 09-04-2003, 04:59 AM | #5 |
i'm pretty sure that even if u give the wc3 engine a pentagon, for instance, it'll divide it up into triangles so if u model in pentagons (god help you if you do :bgrun: ) then u'll just be seriously dissappointed when ure polycount in game is 3x the size u thought it was so stick to tris :D |
