cap2 0 Posted September 9, 2004 Share Posted September 9, 2004 (edited) wasn't sure which forum to put this in, i apologize if it is the wrong place does it matter if you use triangles or quads when modelling for GR. are there any advantages or disadvantages to using quads (i prefer working with them)? thank you in advance Edited September 9, 2004 by cap2 Quote Link to post Share on other sites
snared_gambit 0 Posted September 9, 2004 Share Posted September 9, 2004 What program are you using? AFAIK, the program that can be used for GR modeling, 3d Studio Max, doesn't let you choose whether you can use tris or quads. Quote Link to post Share on other sites
SnowFella 8 Posted September 9, 2004 Share Posted September 9, 2004 it does let you choose in a way snared, if you model smart you can keep quads as often as possible. Quads usually take smoothing alittle better and is heaps better if you want to meshsmooth anything. So to answer your question cap2...tri's or quads doesn't really matter in GR modeling, use whatever you are comfortable with. Just keep in mind that GR doesn't really support smooth groups that well, if I remember right it only supports one single smoothgroup so sometimes it's alittle hard to get good smoothing on models. Snow Quote Link to post Share on other sites
OSO 0 Posted September 10, 2004 Share Posted September 10, 2004 What program are you using? AFAIK, the program that can be used for GR modeling, 3d Studio Max, doesn't let you choose whether you can use tris or quads. AFAIK, editable poly was introduced in Max 4. This is quad modelling. It effectively reduces your poly count in half (two triangles make up one quad). I have been using it for over a year and it works just fine in GR. Quote Link to post Share on other sites
SnowFella 8 Posted September 10, 2004 Share Posted September 10, 2004 True...but asfar as I know it does't really reduce your polygon count by half, try convering one of your models back to editable mesh and you will get the "real" polygon count. Not a 100% sure about this but asfar as I understand things what really matters is your tri count along with how many vertices you have, to render one tri the engine needs to calculate out where it's 3 vertices are. Could be wrong about that though so don't quote me on it. Quote Link to post Share on other sites
OSO 0 Posted September 10, 2004 Share Posted September 10, 2004 I haven't converted them back. There isn't any need to convert them to editable mesh. The only function you lose in editing the face level which is effectively dropped. At least for me that's no big loss. You gain the ability to edit the border level which can be quite useful in some cases. I just ran a quick test in max and these are my results: I made a box primitive and cloned it. I converted the original box to an editable mesh. I converted the second box into an editable poly. I went to the File\Summary menu. editable mesh has 12 faces editable poly has 6 faces The poly count is displayed on export of the model and it is almost exactly what's in the summary info. Quote Link to post Share on other sites
SnowFella 8 Posted September 10, 2004 Share Posted September 10, 2004 There's no need to convert them back as the pluggins convert either editable mesh or editable poly to the exact same .qob file regardless of said polygon count in 3dsm. I did a quick little experiment on that myself using the same box primitives with an identical texture. The editable mesh one as you say has 12 polygons in 3dsm and the editable poly one has 6, although when you export them as .qob files the resulting .qob's are identical down to the last little symbol used in them. Same is true for more complex files too, a chamferbox I tried the same with (204 polys as editable mesh and 114 polys as editable poly) ends up as identical .qob files. So, even if you do convert your mesh back to editable mesh and 3dsm says you just have more or less doubled your polygon count GR will still handle the resulting .qob file in exactly the same way as if you would of kept the mesh as editable poly. So it's modeling vise it's pretty much just your own preference in modeling tecnique that matters, identical models done with editable mesh vs editable poly will still be translated into identical files for GR nomatter what the polygoncount it says in 3dsm. Quote Link to post Share on other sites
OSO 0 Posted September 10, 2004 Share Posted September 10, 2004 I just confirmed your results. I would like to point out that a map maker may be more inclined to use editable poly over mesh. Map makers deal with much larger scenes and every face counts while you work. Quote Link to post Share on other sites
SnowFella 8 Posted September 11, 2004 Share Posted September 11, 2004 I sure can see the sense in that mate, I know my poor rig starts struggling when the polygon count increses. Opening the example map that comes with GR really slows things down to a virtual crawl! But with these little experiments in mind it suggests that anyone using editable poly has to be mindful of the polygon count, you might be thinking that you are well below the limit although when exported for ingame use you are still going to effectively be back at the higher tri-count. Quote Link to post Share on other sites
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