upspring woes - Page 4

upspring woes

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

Moderators: MR.D, Moderators

User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

I have found that using a proper spheremap (unrolled) works just fine...
maestro
Posts: 352
Joined: 08 Jun 2005, 11:10

Post by maestro »

You wouldnt want to use sphere map to 99% of your unit... :evil:
I use sphere just as example of what happened with most of my work (all sukhois, migs etc)
I dont make death star!
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Sorry, I misunderstood you.

Please email me one of your models for me to analyze, and I will be able to give you much more detailed feedback about what's going wrong.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

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.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

props go to argh for the philanthropic gesture.
maestro
Posts: 352
Joined: 08 Jun 2005, 11:10

Post by maestro »

Argh 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.
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 engine
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)
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

So not triangulate object is not a mistake, and is a more efficient way to model both for me and for the engine
Are you sure of this?

so there is no need to convert to tris any quad your model has.. and that is even more efficient?
Sean Mirrsen
Posts: 578
Joined: 19 Aug 2004, 17:38

Post by Sean Mirrsen »

It's advisable to turn quads into tri's when they become severely non-planar - it looks better.
Post Reply

Return to “Art & Modelling”