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. 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