Hi, Thanks for working on this Antony! :)
I have been testing this out for a few weeks and I really think it is an definite improvement to the current Blender baking/exporting workflow for game artists. Low poly meshes should always be triangulated pre-normal map bake and retain the same triangulation when exported, and the modifier allows this to be done non-destructively while still allowing the user to visualise the triangulation result on the mesh without manual triangulation. Manually triangulating as mesh works ok, but has limitations such as converting a triangulated mesh back to quads does not always revert back to the original topology that was present pre-triangulation. When baking with an all quad mesh, the triangulation that is done internally in Morten's TS might not match the manual triangulation that the user applies on export, which potentially could cause issues because the normal map would be compensating for faces that no longer exist, which would give an incorrect result. All in all I think this will be a very valuable modifier to have and would save lots of time. -Andy On 09/11/2012 14:46, Antony Riakiotakis wrote: > Hi, > > There has been a request to me about a triangulate modifier. The > rationale for its usefulness was twofold: > > 1) It allows artists to non-destructively see the triangulation of their > models > 2) It allows to have a consistent base for bump mapping, especially > with Morten Mikkelsen's method we use for blender. > > Any comments are welcome. > > http://codereview.appspot.com/6818110/ > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
