[Tutorial] Saving polygons in Wings3d

[Tutorial] Saving polygons in Wings3d

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Snipawolf
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Joined: 12 Dec 2005, 01:49

[Tutorial] Saving polygons in Wings3d

Post by Snipawolf »

Alright, I have a solution to some polygonal problems that I have worked up. I'll use a simple model that will hopefully showcase the difference between the inefficient method and the more efficient method.

Here it goes..

Alright, so, start with a cube.

Now, select all 6 faces, and inset. Make the inset go about halfway across the faces.

You should end up with this. We have 108 tris currently. We will have 72 faces when we end this tutorial.

Image

Alright. Now, we get to the part where we save some polygons. Either A: Loop cut the smaller squares out (recommended for more advanced figures with curves and spanning across multiple faces) or B: Delete the base faces. These pics show you which things to do.

A. For when you delete the faces, delete these. Be warned, if you select ALL of them, then click delete, you will screw the model up. Select all of them on one plane at a time.

Image

Afterwards, click separate to make them separate objects.

B. Now, for when loopcutting, you can select all the lines in the whole image without worrying about messing anything up. Select the highlighted lines to loop cut.

Image

If loopcutting, remember to combine/delete the 4 trapezoidal faces that were used when insetting/extruding.

You should now have 6 objects.

Then, after that, hole out the polys facing the larger square/base.

(Holing is done by going to face mode, selecting the face, and selecting Material -> Hole, it should turn blue)

There ya go, saves you 30 here, saved me 126 polygons on a 528 polygon model, easily cutting the percent of polygons by about 25 percent.

Hope it is easy enough to use...

Ending Picture:

Image
Last edited by Snipawolf on 20 Jun 2008, 08:18, edited 3 times in total.
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Zpock
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Post by Zpock »

Can you post an image of the final result as well? I'm assuming you end up with 7 separate cubes?

I'm not sure if this is really a good idea in all cases, it's something I have been thinking about a lot. Also wings dosn't let me have open meshes (can't delete faces to make holes in the model).
Last edited by Zpock on 13 Oct 2007, 23:12, edited 1 time in total.
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Snipawolf
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Post by Snipawolf »

Okay, but it looks the exact same.
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Zpock
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Post by Zpock »

What I mean is there might be problems concerning texturing, UV mapping, shading and possibly clipping.
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Snipawolf
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Post by Snipawolf »

Well, I just overlay the other face over it. It takes a while to get just right, and is quite hard, but is well worth it.

(Holing is done by going to face mode, selecting the face, and selecting Material -> Hole, it should turn blue)
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Zpock
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Post by Zpock »

You could take it one step further by having 3 long boxes going trough the big box as well. This will definitely present problems with texturing however. And It's questionable if it actually saves performance if you consider that bigger polygons take more time to render then small ones (more pixels).
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Snipawolf
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Post by Snipawolf »

That would be seriously inefficent as far as texturing goes. I normally make bad UV maps, but now that I am getting better, I can do things like this and easily get away with it. So, it all depends, you can do this some time, or you can choose not to to save a little bit of room for texturing.
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