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Furbolg Hero WIP

03-23-2007, 08:23 PM#1
camel's_hump
Wip of my entry for the modeling contest at The Hive. The contest can be found here. It's going to be some sort of Furbolg hero. 222 polies so far.
Attached Images
File type: jpgfurbolg mwip1.jpg (103.2 KB)
File type: jpgfurbolg mwip1 w.jpg (128.9 KB)
03-23-2007, 09:04 PM#2
Daminon
Trigon warning.
03-23-2007, 09:13 PM#3
camel's_hump
If you could kindly tell me what a trigon is, then tell me where they are so I can fix them that would help a lot more saying simply "trigon warning."
03-23-2007, 09:58 PM#4
Rinpun
Well, you're modeling in squares, which isn't a good idea when Wc3 is measured in triangles--your model's poly count is going to double at least when you transfer it over. I think that's what he meant.
03-23-2007, 10:18 PM#5
camel's_hump
It's called I'm modeling with polygons, and now that I know what trigons are I know that I don't have any.
03-24-2007, 08:08 AM#6
TDR
Quote:
Originally Posted by Daminon
Trigon warning.
dude, I told you: triangles are bad only when modeling high poly. For game models there's nothing wrong at all. Ngons are really bad on both sides though. They're bad for low res models because when smoothed out they triangulate randomly and not the way you like.
03-24-2007, 12:24 PM#7
Daminon
Mmm oki. But I will still avoid trigons.

Trigons == triangles.
Polygon == shape with several sides.
Tri == prefix for 3.
Trigon == polygon with 3 sides.
Tetragon == polygon with 4 sides aka quad.
03-24-2007, 01:39 PM#8
TDR
You must not avoid triangles in low poly meshes...
03-30-2007, 07:14 PM#9
BlinkBoy
Triangles indeed bring their problems, especially when you need to triangulate your polygons so they shape your models correctly in game.

Don't pay them much attention, yet when calculating polygons, transform your model to editable mesh, calculate polygons and undo (so it turns back to poly). This way you'll get the actual ingame polygon count.
03-30-2007, 07:19 PM#10
TDR
or you can just use the polygon counter utility, from which you can chose to calculate either the number of polys or triangles. (sadly not available in max 9)
07-16-2007, 03:38 AM#11
warbucket
Trigons = Bad
Triangles = Good
07-16-2007, 05:33 AM#12
Dionesiist
There was no need to revive this thread just for that -_-
07-16-2007, 05:40 AM#13
Chriz.
Alas, it was a good start, but I suppose camel has other things to attend to than Yogi here.
07-17-2007, 08:13 AM#14
TDR
Warbucket stop reviving old threads already!!!!!! this is not the gallery!!