| 02-04-2006, 10:05 PM | #1 |
Milkshape does not support polies, and instead counts triangles. As well because of the way milkshape saves it, it seems to me that any poly counter will count triangles. Will this cause more lag than the same exact model but made in a non-milkshape program? |
| 02-04-2006, 10:07 PM | #2 |
Any mesh must be made entirely out of triangles to be exported in any game, so it dosen't add extra lag at all. |
| 02-05-2006, 09:26 AM | #3 |
As far as anybody is concerned, triangles = polygons. This is only different when you go crazy with the expensive programs... |
| 02-05-2006, 09:59 AM | #4 |
wrong, triangles = faces, quads & ngons = polygons. A polygon may have more than 1 triangle. |
| 02-05-2006, 12:21 PM | #5 |
Not that it matters in this situation. |
| 02-05-2006, 12:34 PM | #6 | |
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| 02-05-2006, 12:35 PM | #7 |
Like I said, in this situation, yes 1000 triangles is 1000 polygons. Ignore TDR, he's being pedantic. |
| 02-05-2006, 12:44 PM | #8 |
A polygon has 3 or more sides. Since Milkshape can only do triangles, its polygons all have 3 sides (triangles). |
| 02-05-2006, 12:45 PM | #9 |
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| 02-05-2006, 03:05 PM | #10 | |
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| 02-05-2006, 03:34 PM | #11 |
but if you have say an octagon, or something dunno. It would be only 1 or 2 polies in a non-milkshape program but in milkshape it would be like over 8 or something. therefore 1000 triangles does not equal 1000 polies, triangles can be used to make up different shapes that would be counted as 1 poly. |
| 02-05-2006, 03:41 PM | #12 |
A polygon is a shape. In modelling, a polygon is not made up of other polygons. It is a "basic" shape, that makes up other shapes. In Milkshape, your octagon does not exist. It is, say, six triangles - six polygons. The computer does not think of it as an octagon - it thinks of it as six trianges connected at certain points. |
| 02-05-2006, 04:51 PM | #13 | |
I think the comparison here is not between milkshape triangles and polies, but rather milkshape triangles as opposed to polies in other programs. For example when Jacek said Quote:
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| 02-05-2006, 05:24 PM | #14 |
Yes, but in the context of Warcraft triangles = polygons. This is neither the time nor the place to be discussing more general 3D modelling terms. |
| 02-11-2006, 07:03 PM | #15 |
TDR is right if you are talking in the Direct3D way, quads & ngons aren't made of triangles in Direct3D, triangles got its own category, the reason of why wc3 doesn't use quads & ngons is because: 1rst quads-ngons take a larger process and will take longer to render, 2nd the quads and ngons[polygons] have strange issues when being drawed in a 3D, so they gotcha use triangulation[internal division into triangles]. Trigonometrically Rao is right, every polygon can be divided into infinete triangles [normally when dividing them we try to do not add vertexes so we will always have a number of triangles of (number of vertexes - 2)]. But a polygon does not depend of a triangle. Just to clear every1 minds. |
