Random WIP 2006-2011
Moderators: MR.D, Moderators
Re: Random WIP
Great stuff, Bob. One teeny thought on that Mech; it's awesome, but I think it'd be even more awesome if the guns were lopsided, size-wise (thinking width, not so much length). Just a random thought.
- bobthedinosaur
- Blood & Steel Developer
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- Joined: 25 Aug 2004, 13:31
Re: Random WIP
please explain, better.Argh wrote:Great stuff, Bob. One teeny thought on that Mech; it's awesome, but I think it'd be even more awesome if the guns were lopsided, size-wise (thinking width, not so much length). Just a random thought.
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Re: Random WIP
The software does the tessellation, to import the model into Spring you have to triangulate it anyway.Pxtl wrote:iirc, the only problem with N-vertex faces is you're telling the video card to tesselate it into the triangles however it sees fit. So that means you can flip a coin to see which way the edge dividing the 4-sided polygon is cut. If the face is only minimally non-planar or will look good with either cut, it really isn't worth worrying about. The only real problems will occur is when you've got a massively non-planar face, where it would look completely different (and worse) if the tesselation of it were different from how it's rendered in your modeling app.
Re: Random WIP
So in other words, there is no difference at all between a non-planar quad and two triangles in terms of how it will appear in engine.
- bobthedinosaur
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Re: Random WIP
Why any one would import a FPS detailed pistol into spring is beyond me.
- SanadaUjiosan
- Conflict Terra Developer
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Re: Random WIP
I think he means you currently have them taller than they are wide, and he thinks they should be wider than they are tall.Argh wrote:Great stuff, Bob. One teeny thought on that Mech; it's awesome, but I think it'd be even more awesome if the guns were lopsided, size-wise (thinking width, not so much length). Just a random thought.
Re: Random WIP
I'm pretty sure he means that one gun should be "heavier" or wider than the other, not that they should be wider than they are tall.SanadaUjiosan wrote:I think he means you currently have them taller than they are wide, and he thinks they should be wider than they are tall.Argh wrote:Great stuff, Bob. One teeny thought on that Mech; it's awesome, but I think it'd be even more awesome if the guns were lopsided, size-wise (thinking width, not so much length). Just a random thought.
Re: Random WIP
It is in no way related to spring and was just an example to explain my point.bobthedinosaur wrote:Why any one would import a FPS detailed pistol into spring is beyond me.
Re: Random WIP
It's not clear which way it will divide.Pxtl wrote:So in other words, there is no difference at all between a non-planar quad and two triangles in terms of how it will appear in engine.
Re: Random WIP
For production purposes in practically any major engine, it is wisest to convert to triangles as a final step, and correct any welding errors that show up. Das Bruce is correct; you will not know which three points will get used per triangle until the quad is converted, and this may cause unexpected final results.
This should not ever result in invalid triangles or corrupt geometry, but it's quite possible to see errors such as displacement breaking welding, etc. in some extreme cases when you convert. I remember a model somebody sent me for a past project, where the renders looked fabulous, but the model had triangles that were loose from the main mesh on close inspection, and ofc the results in-game were horrid- "flashing" from broken seams, shadow errors, etc. The poor guy had quad-modeled it but used the wrong settings when meshing to triangles.
I really can't believe that you guys are arguing about such a triviality, though. It's rare to see these problems, except in cases where you have extreme angles, and rarer still to see serious problems with the verts in today's modeling software.
This should not ever result in invalid triangles or corrupt geometry, but it's quite possible to see errors such as displacement breaking welding, etc. in some extreme cases when you convert. I remember a model somebody sent me for a past project, where the renders looked fabulous, but the model had triangles that were loose from the main mesh on close inspection, and ofc the results in-game were horrid- "flashing" from broken seams, shadow errors, etc. The poor guy had quad-modeled it but used the wrong settings when meshing to triangles.
I really can't believe that you guys are arguing about such a triviality, though. It's rare to see these problems, except in cases where you have extreme angles, and rarer still to see serious problems with the verts in today's modeling software.
- bobthedinosaur
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Re: Random WIP
here is a plane.
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Re: Random WIP
I'm jealous.. this looks excellent. May I see the wireframe?bobthedinosaur wrote:here is a plane.
- bobthedinosaur
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Re: Random WIP
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Re: Random WIP
Thanks, what I was really interested in how you managed to make the body of the plane so smooth, along with the head. My planes always turn out to be crappy or blocky.
Re: Random WIP
you create a few cubes and cylinders, hit the smoth button and THEN... then the magic smooth fairy (in a pink dress) comes over, sits on your lap, and does what's left.. and right
well actually start from a subdivided cube and offset edges bit by bit till it looks alright
well actually start from a subdivided cube and offset edges bit by bit till it looks alright
Re: Random WIP
OMG a giant level 3 plane, eating trucks and shits lightning- that could be from me
Re: Random WIP
got nothing going on... sounds good to me
I think I've got you on msn
I think I've got you on msn
Re: Random WIP
PM'd you :) I removed all my Spring friends cause I thought that I would never be nerdy again that was years ago :D I can't stop being nerd because that's who I am :) Lesson learned now I embrace the nerdiness in me!rattle wrote:got nothing going on... sounds good to me
I think I've got you on msn