I would suggest you , if you are going to deal with a lot of models , to buy
and read the following books concerning game low -poly modeling techniques :


3ds Max Modeling for Games: Insider's Guide to Game Character, Vehicle, and
Environment Modeling
http://www.amazon.com/3ds-Max-Modeling-Games-Environment/dp/0240810619




3D Game Environments: Create Professional 3D Game Worlds
http://www.amazon.com/3D-Game-Environments-Create-Professional/dp/0240808959/ref=sr_1_10?ie=UTF8&s=books&qid=1261560319&sr=1-10


I own both of them and although I use them mostly for Unreal Engine Modding
they are very essential for studying
proper way to model texture and optimize you models for games .
/////////////////////////////////////////

On Wed, Dec 23, 2009 at 11:00 AM, Fabrice3D <[email protected]> wrote:

> imagine two neighbourgs triangles sharing same side
>
> tri 1 being abc, and tri 2 being bcd
>
> Say in your editor you need to subdivide tri2 in 2
> now you have 3 triangles, first is same, but triangle 2 and 3 have a shared
> vertex between b and c of the first triangle
> this is no longer continuous. Now depending on angle, tri 2 and 3 will
> generate possible conflict with tri 1.
>
> To respect the rule, keeping this split example, tri 2 should not split
> along side tri 1 and still share b&c.
>
> Fabrice
>
>
> On Dec 23, 2009, at 4:03 AM, Stephen Hopkins wrote:
>
> > hmm. Can't really visualize what you are saying. Is there anywhere I
> > can see examples of how a triangle is broken by a vertex? I could
> > upload my modelviewer swf if you guys want to see the thing i'm trying
> > to fix. Lets you see wireframe/shaded. I will upload it when my ftp
> > server goes back up. Thanks for all the help so far.
> >
> > On Dec 22, 3:21 pm, Fabrice3D <[email protected]> wrote:
> >> yes these are true, but not continuous
> >>
> >>> * If you want to place one model on top of another, it's good
> >>> practice to cut out the overlaid portion that is not visible. For
> >>> example, if you place a house on top of a landscape, you could cut out
> >>> the rectangle at the bottom of the house.
> >>
> >> the house should be like if part of the floor, then isolated. The walls
> vertexes of the house should fit the floor ones.
> >>
> >> also other tips regarding sorting issues a bit less common.
> >> try to work in size ranges of 1000/10000 to avoid roundings.
> >> (That's why Prefab warns you when you load a model that is too small.)
> >>
> >> Use the Grid class, and apply the grid to your model position and
> objectspace vertices.
> >> (I hope add this one to Prefab soon). But in meanwhile its in geom
> package.
> >>
> >> here a working filehttp://www.closier.nl/playground/grid.swf
> >> what you see here is a non aligned series of meshes on which you can
> apply a grid to the vertices.
> >> of course, its a good idea to apply weld and render after its been
> modified. The resulting fx is depending on grid size, model size etc
> >> That's why in this demo some settings completly ruin the model.
> >> But If well applied it also contribute to solve some sorting issues.
> >>
> >> Fabrice
> >>
> >> On Dec 22, 2009, at 11:17 PM, Stephen Hopkins wrote:
> >>
> >>> I think My model is continuous(one piece with extrusions), has no
> >>> intersecting faces. I would think that everyone would model like that
> >>> for a game or this kind of engine.
> >>
> >>> I found these tipshttp://
> worldfoundry.org/bin/view/WorldFoundry/DocumentationZSort
> >>
> >>> I'm guessing that the artifacts are there because my triangles aren't
> >>> all about the same size. Does the basic renderer use average-z-sorting
> >>> of each 3 vertices of a triangle?
> >>
> >>> HOW TO BUILD YOUR MODELS TO MINIMISE Z-SORTING ARTEFACTS
> >>
> >>>    * Use convex models where possible (avoid concave models).
> >>
> >>>    * Avoid overlapping faces and intersecting polygons.
> >>
> >>>    * If you want to place one model on top of another, it's good
> >>> practice to cut out the overlaid portion that is not visible. For
> >>> example, if you place a house on top of a landscape, you could cut out
> >>> the rectangle at the bottom of the house.
> >>
> >>>    * Avoid triangles that span the extent of the model. For example,
> >>> artefacts occur when you have extremes in the size of triangles that
> >>> are next to each other ( a long thin triangles surrounded by smaller
> >>> ones).
> >>
> >>>    * Manipulate the sort keys for the primitives and the order
> >>> tables.
> >>
> >>>    * Generally, the bigger the size of the order tables the better.
> >>
> >>>    * Be aware of overflow of primitives, keeping in mind the extra
> >>> primitives accumulated by clipping.
> >>
> >>> On Dec 22, 1:51 pm, Peter Kapelyan <[email protected]> wrote:
> >>>> Make sure no polygons intersect others, and vertices are shared among
> faces.
> >>
> >>>> These are two major things to keep in mind to not only optimize models
> but
> >>>> also keep them clean looking for
> >>>> away3d.
> >>
> >>>> -Pete
> >>
> >>>> On Tue, Dec 22, 2009 at 4:44 PM, Stephen Hopkins <
> [email protected]>wrote:
> >>
> >>>>> oh ok cool. well back to the other question. Not sure what you mean
> by
> >>>>> continuous modeling. Does this have to do with edge flow? Never heard
> >>>>> of it before, didn't find it on google.
> >>
> >>>>> On Dec 22, 5:17 am, Rob Bateman <[email protected]> wrote:
> >>>>>> Hey Stephen
> >>
> >>>>>> short answer - yes! But as with all things in lite, the
> implementation
> >>>>>> will be a stripped down, simplified version
> >>
> >>>>>> cheers
> >>
> >>>>>> Rob
> >>
> >>>>>> On Tuesday, December 22, 2009, Stephen Hopkins <
> [email protected]>
> >>>>> wrote:
> >>>>>>> Are there plans to add lights, shaders and filters(mainly fog
> filter)
> >>>>>>> to the away3dlite?I am currently using away3d but would like to
> >>>>>>> migrate to away3dlite if it is faster.
> >>
> >>>>>> --
> >>>>>> Rob Bateman
> >>>>>> Flash Development & Consultancy
> >>
> >>>>>> [email protected]
> >>
> >>>> --
> >>>> ___________________
> >>
> >>>> Actionscript 3.0 Flash 3D Graphics Engine
> >>
> >>>> HTTP://AWAY3D.COM
>
>


-- 
Michael Ivanov ,Programmer
Neurotech Solutions Ltd.
Flex|Flash |Air |Games|OS|
Tel-0526237969
[email protected]
[email protected]

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