upspring woes
Moderators: MR.D, Moderators
Maestro, I've taken a look, and basically your geometry is borked in a number of ways.
And the uvmap is built very inefficiently. You're using a 512 map, and this dog should be really gorgeously detailed... but you've wasted a lot've texture space on things that should've been cloned, among other issues.
And, it's not just welding issues- you didn't triangulate your geometry, you have a gap in the mesh that's probably invisible at game resolutions, but makes me cringe, and other problems with the model's contstruction.
I'm going to go ahead and rebuild this, reskin it, and then we can see the results, with some screenshots along the way.
And the uvmap is built very inefficiently. You're using a 512 map, and this dog should be really gorgeously detailed... but you've wasted a lot've texture space on things that should've been cloned, among other issues.
And, it's not just welding issues- you didn't triangulate your geometry, you have a gap in the mesh that's probably invisible at game resolutions, but makes me cringe, and other problems with the model's contstruction.
I'm going to go ahead and rebuild this, reskin it, and then we can see the results, with some screenshots along the way.
1. Insider info from JCnossen (aka Zaphod) : TA spring and Upspring are able to read quad based object efficiently (for S3O). The 'double facing quad rendering' problem is exist only with 3do model. TAspring is more efficient reading quad based object than triangle based object. You dont have to triangulate (which is as simple as press 'Shift-T' in Lightwave)..... So not triangulate object is not a mistake, and is a more efficient way to model both for me and for the engineArgh wrote:Maestro, I've taken a look, and basically your geometry is borked in a number of ways.
And the uvmap is built very inefficiently. You're using a 512 map, and this dog should be really gorgeously detailed... but you've wasted a lot've texture space on things that should've been cloned, among other issues.
And, it's not just welding issues- you didn't triangulate your geometry, you have a gap in the mesh that's probably invisible at game resolutions, but makes me cringe, and other problems with the model's contstruction.
2. On welding and Unwelding, another insider information : current UpSpring have problem with software that use multiple/duplicated vertices point in their UV system (Lightwave, MAX etc) but this will be fixed in the next release...
So it is not im too lazy to welding and unwelding, but all my weld/unweld work is effectively removed by current Upspring.
3. so my only 'mistake' is probably wasting some UV spacing (Im curious to see the one UVed than you though :) ). Still not understand what part can use cloned UV (as example, leg, I want outside leg and inside leg to have different color so that is why I put them on separate UV sheet)
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