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  #11  
Old 05-31-2009, 12:02 PM
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could you explain your terminologies.
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  #12  
Old 05-31-2009, 12:16 PM
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Quote:
Originally Posted by Saquist View Post
could you explain your terminologies.

No problems. Here goes:

"Try to keep the mesh as quads."
A quad is a four sided polygon (rectangular or square). A polygon is the facets you can see on low detail 3D models (the high detail ones have so many polygons they get very small but you can see them quite clearly on this model).

Triangles are the same as quads but are triangular polygons. They can ruin the look of a model by making awkward artifacts (little dark spots when the model is lit). Models made with quads are cleaner, can be smoothed better and are easier to work with. An especially nasty type of geometric arrangement is a "pole". This is where lots of triangles converge on a single point (known as a "vertex").

NGons are polygons with five or more faces. Not as evil as triangles but good to avoid if you can.

"Work with as simple a mesh as you can" - makes it easier to control and make the final result cleaner.

"Subds" short for subdivision modelling. This is a method of working with a simple model which is smoothed by the modelling package. Each level of smoothness multiplies the overall polygon count by four. The idea is a bit hard to explain but it means you work with the simple cage and the simple model is smoothed automatically giving a clean result. If you worked on the high detail model it would be very unwieldy and you would ruin the clean look.

"NURMS" are a smoothing method used to make "subd" models in 3D Studio Max

"Maya" The industry standard 3D software for movie work (heavily customised)

"Retopolgise" Fix the model as you go. You can make a model cleanly but there are often areas of untidyness, which is ok. You can get the volumes and shapes right and delete and add edges until the layout of polygon edges (the topology or "edge flow") is clean and flows nicely.

Hope this makes sense.

Last edited by Scribbler : 05-31-2009 at 12:20 PM.
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  #13  
Old 05-31-2009, 12:25 PM
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Yes,

So how does one figure out how many polygons.
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  #14  
Old 05-31-2009, 01:03 PM
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Quote:
Originally Posted by Saquist View Post
Yes,

So how does one figure out how many polygons.
I just selected all the polygons, and a tooltip said "8*** polygons selected"
There's probably a better way.
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  #15  
Old 05-31-2009, 04:53 PM
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Quote:
Originally Posted by Saquist View Post
Yes,

So how does one figure out how many polygons.
Do you mean, how do you figure out how may polygons to use? If so, the answer is to model using the fewest polygons that will give you the shape you desire when smoothed once or twice as a subdivision model. The techniques for hi res modelling are similar to real time (e.g. Playstation 3, XBox 360) but expect the final polygon count to be lower in real time models. It's also possible to construct a very high polygon count model which can be projected onto a lower polygon model for lighting purposes. In other words, the model is fast to draw becuase it's low polygon but lights as if it were the high detail model. For this you need to use either a normal map or displacement map but this is a more advanced technique.
Character models I've made have been around 8-20,000 quads but are lit from a 20,000,000 polygon model made in a package called ZBrush from Pixelogic. This is an amazing piece of software which only costs £300 and is brilliant for high end architectural work and character modelling.

Other than that, if you mean how do you count the polygons, in Max I believe there's an automatic count when you select a model these days (I may be wrong but it used to be an extra tool in the utilities tab). In Maya there is a polygon count facility in the "display / heads up display" menu.
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  #16  
Old 05-31-2009, 05:05 PM
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Excellent and automatic count...
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  #17  
Old 05-31-2009, 05:06 PM
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Quote:
Originally Posted by FarShot View Post
I just selected all the polygons, and a tooltip said "8*** polygons selected"
There's probably a better way.
gotcha
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  #18  
Old 05-31-2009, 09:21 PM
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I just realized I forgot the arboretum windows!!!
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  #19  
Old 06-01-2009, 10:52 AM
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You could put it some place else.

P.S. Nice job on the Sig.
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  #20  
Old 06-02-2009, 06:18 AM
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Far shot your rough draft has a certain quality in the saucer that you're loosing in the 3D version...and edginess. It's in the lower dome...in the rough draft it's different, non standard but in the 3D it's kinda status quo....
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