Random WIP 2006-2011
Moderators: MR.D, Moderators
Re: Random WIP
Which is no problem if you're still modeling...Das Bruce wrote:I see non planar faces.
Re: Random WIP
Wouldn't you want to remove them anyway?
Re: Random WIP
Yes but often it's easier to keep them while modeling, so you won't have to select 2+ faces, but only 1 if you want to move/scale/rotate/do something with a certain area.
Re: Random WIP
You certainly should get rid of them if triangulating the model does not. Keeping non-planar faces that triangulation does not fix while modeling is a bad practice in my opinion.
Re: Random WIP
But not until you're done with the shape. And if triangulating won't fix it then you really did something strange with your vertexes.
Re: Random WIP
Selecting two faces isn't so much of a hassle that I'd suggest keeping them. They are indeterminant and unpleasent.
Re: Random WIP
(the proportions on this gun look strange, but that's because of the camera angle)
Red = nonplanar
What would you prefer when still tweaking? The left or the right image? I would definitely want to do it like on the right, and not like on the left. If I would triangulate everything it would take me about an hour to finish this, and with geometry that's easily tweakable maybe half an hour.
So: nonplanar is ok, but keep the faces and don't delete edges that should not be deleted. Floating vertexes ARE bad.
Re: Random WIP
Triangulation should fix all non-planar faces because there should be no way for a face with three vertices to be non-planar.
Me, I don't give a crap about non-planar faces because nothing gets calculated with more than three vertices anyway.
Me, I don't give a crap about non-planar faces because nothing gets calculated with more than three vertices anyway.
Re: Random WIP
ThisKDR_11k wrote:Triangulation should fix all non-planar faces because there should be no way for a face with three vertices to be non-planar.
Me, I don't give a crap about non-planar faces because nothing gets calculated with more than three vertices anyway.
Re: Random WIP
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.
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Re: Random WIP
Just to prove I'm still kicking. I'm somewhat lacking in the 'free time' department at the moment. Also experimented with trying to get preshading working despite the camo teamcolour being layered over it.
Re: Random WIP
Excellent. Only quibble is that the gun on the left feels like it needs stronger contrast to bring out the "gatling" barrels.
Re: Random WIP
multiply AO bake with team color mapAlso experimented with trying to get preshading working despite the camo teamcolour being layered over it
-
- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
Re: Random WIP
fucking hotness.
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2700
- Joined: 25 Aug 2004, 13:31
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2700
- Joined: 25 Aug 2004, 13:31
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2700
- Joined: 25 Aug 2004, 13:31
- SanadaUjiosan
- Conflict Terra Developer
- Posts: 907
- Joined: 21 Jan 2010, 06:21
Re: Random WIP
I really like your quad barrel design. Thumbs up.
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2700
- Joined: 25 Aug 2004, 13:31
Re: Random WIP
- Attachments
-
- about.jpg
- (27.29 KiB) Downloaded 2 times
-
- something.jpg
- (30.9 KiB) Downloaded 2 times