Author Topic: Alien Worm  (Read 9871 times)

Offline LennardF1989

  • Lead Programmer
  • Production Team
  • ******
  • Posts: 2723
    • View Profile
    • LennardF1989.com
Re: Alien Worm
« Reply #15 on: May 14, 2011, 01:41:14 PM »
I'm sure 3DS Max has a tool which allows you to connect 2 points with a line.

Offline comicsserg

  • Production Team
  • ******
  • Posts: 824
  • Animator
    • View Profile
Re: Alien Worm
« Reply #16 on: May 14, 2011, 05:33:14 PM »
you can triangulate any model just do convert to editable mesh then select all edges and make invisible edegs visible.

Offline B1nArY_001

  • Slave Driver
  • Posts: 1210
  • 3D Artist
    • View Profile
Re: Alien Worm
« Reply #17 on: May 15, 2011, 02:06:41 AM »
@Binary: I missed your note just untill now, I have always understood triangulating manually gives way more control than some engine doing it automatically for you.

I'm not sure how it works in Maya but with Max you simply go into the Edge sub-object mode and you can "turn" the edges bisecting the quads so that when you import it the tris are aligned in the manner best for deformation or lighting.

Offline Zedblade

  • Production Team
  • ******
  • Posts: 1514
    • View Profile
Re: Alien Worm
« Reply #18 on: May 15, 2011, 04:54:50 AM »
You should triangulate it, most engines are not too fond of quads.

Also post front, side,top wireframes and actual render - with smooth shading -

Triangulation is automatic on import into UDK and any other random engine. It's better to keep the the mesh in quads inside Maya/3dMax as it's cleaner, easier to modify and so on.

or even better so:


Don't do it this way. T-Junctions are one of the worst things you can have on a mesh. Your first example is a good way to do it. Or you can creat edge loops like this:
 


DreadStunLock

  • Guest
Re: Alien Worm
« Reply #19 on: May 15, 2011, 11:45:08 AM »
How do you guys know where to create an edge and where not to? Like the one you have Zed, looks quite complex and same as Comissergs it's also quite complex, how do you know you need all those lines instead of just a quad?

Offline comicsserg

  • Production Team
  • ******
  • Posts: 824
  • Animator
    • View Profile
Re: Alien Worm
« Reply #20 on: May 15, 2011, 12:04:38 PM »
It's just practice man. If you makes a lot of complicated models and use advanced smoothing you noticed that some polygons make artifacts after smoothing. It's just a regular rule that every polygon should have 4 vertices for the best result.

DreadStunLock

  • Guest
Re: Alien Worm
« Reply #21 on: May 15, 2011, 12:26:14 PM »
But my polygons do have 4 vertices?

o------------------------------o--------------------------------- o
|                                       |                                             |
|                                       |                                             |
|                                       |                                             |
|                                       |                                             |
|                                       |                                             |
|                                       |                                             |
o------------------------------o----------------------------------o

o = Vertex

So if that has 6 vertices and you say every polygon needs 4, where do I insert other2?

Offline Zedblade

  • Production Team
  • ******
  • Posts: 1514
    • View Profile
Re: Alien Worm
« Reply #22 on: May 15, 2011, 01:20:22 PM »
But my polygons do have 4 vertices?

o------------------------------o--------------------------------- o
|                                       |                                             |
|                                       |                                             |
|                                       |                                             |
|                                       |                                             |
|                                       |                                             |
|                                       |                                             |
o------------------------------o----------------------------------o

o = Vertex

So if that has 6 vertices and you say every polygon needs 4, where do I insert other2?


... the two in the middle you count twice since they are part of both quads.
« Last Edit: May 15, 2011, 01:24:07 PM by Lord Zed »

DreadStunLock

  • Guest
Re: Alien Worm
« Reply #23 on: May 15, 2011, 01:31:08 PM »
So how come you guys mention I need to have 4 vertices per polygon if that's countable twice? I always have 4 vertices then? Or I missed a picture? Cause on the screenshots where I circled the vertices, every of those squares has a vertex in the corner?

Offline comicsserg

  • Production Team
  • ******
  • Posts: 824
  • Animator
    • View Profile
Re: Alien Worm
« Reply #24 on: May 15, 2011, 01:33:28 PM »
hahah my mistake :) thx for saying it yo me :D
here is what is not good and how it should be

Possible solution:

or even better so:


the first picture I posted before shows that you have more than 4 vertices in a polygon

Offline Zedblade

  • Production Team
  • ******
  • Posts: 1514
    • View Profile
Re: Alien Worm
« Reply #25 on: May 15, 2011, 01:46:58 PM »
So how come you guys mention I need to have 4 vertices per polygon if that's countable twice? I always have 4 vertices then? Or I missed a picture? Cause on the screenshots where I circled the vertices, every of those squares has a vertex in the corner?

The polygon in the picture with the square around it has 7 vertices.

DreadStunLock

  • Guest
Re: Alien Worm
« Reply #26 on: May 15, 2011, 01:47:36 PM »
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH

Now I see it, I see what you did there :D <-----(Cronky x))


I'll get on with it :D


Thank you:

Lennard
Binary
Zed
Comisserg
Maybe Frvge

Just kidding Fridge.

Offline LennardF1989

  • Lead Programmer
  • Production Team
  • ******
  • Posts: 2723
    • View Profile
    • LennardF1989.com
Re: Alien Worm
« Reply #27 on: May 15, 2011, 01:49:02 PM »
To illustrate, the black circles are all vertices part of the same "quad". By adding the blue lines, each will have 3 or 4 vertices, instead of 7.


DreadStunLock

  • Guest
Re: Alien Worm
« Reply #28 on: May 15, 2011, 01:54:47 PM »
You guys are brilliant <3

Offline comicsserg

  • Production Team
  • ******
  • Posts: 824
  • Animator
    • View Profile
Re: Alien Worm
« Reply #29 on: May 15, 2011, 01:59:09 PM »
np :) we are here to help :D