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#21 | ||||||||||||||
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Whin. Looks like something between antennae and horns.
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| The Following User Says Thank You to Greyfox For This Useful Post: | Jibberwockee (10-07-2008) |
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#22 | ||||||||||||||
Join Date: Oct 2009
Thanks: 0
Thanked 0 Times in 0 Posts
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Hi,
Ive been developping games but I used to make my models with milkshape 3da lot cheaper. My question is the following: How can the models made with AM be used in a game because, in games, the models used are made with triangles and not squares like AM does... Is AM converting squares to triangles? thanks tido _______________________________________ Website I designed for payday loan vancouver company. |
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#23 | ||||||||||||||
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Admin҉̡̢̡̢̛̛̖̗̘̙̜̝̞̟̠̖̗̘̙
Join Date: Jun 2008
Thanks: 96
Thanked 112 Times in 75 Posts
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Aren't all squares two triangles? In a sense, a polygon means it has multiple sides (thus poly) I see no issues in using a squared poly in a game. I do see however, issues and limitations in getting graphics to be top notch. Squares don't fit perfectly together and the level of manipulation vs triangles is not comparable. In my opinion try Maya, it is much better than milk shake.
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#24 | ||||||||||||||
Join Date: Jun 2008
Location: Mushroom Kingdom
Thanks: 107
Thanked 68 Times in 51 Posts
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Typically, squares are better because they don't need to be planar (perfectly flat), and thus deform better when animating. Non-planar polys are really not that efficient though, so models need to be triangulated for games. Any modelling app should be able to triangulate quads through a simple menu command.
This game project is now defunct, by the way. Or rather, it's still going but has changed almost completely. I've got a thread at the RF Engine's forum. http://www.realityfactory.info/forum...be5991515c7213 If anyone wants to close this thread, be my guest.
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Last edited by Jibberwockee; 01-21-2010 at 03:57 AM.. |
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