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MultiRes, Triangulation, Points

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All these questions are with the intentions of making a model for a game engine.
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1) I've heard that using Multires to reduce poly count is cheating. Is that so? Does using MultiRes mess up your model? I know it will mess it up if you put the percentage to low but I mean does it mess it up in other ways?

2) How do you change triangulation of a polygon? Does triangulation of your model really matter? Enlighten me on this.

3) I've heard that 5 or more edges going to one vertext is bad. Is that so? Its impossible to do a good model without 5 points.
 
1º multires is, mainly, used to optimize models which have been mesh smoothed. I wouldn't call it cheating, since it's just part of modeling. I, actually, prefer to do optimizations by hand, but if the model is too high poly, use multires or optimize --optimize is a bit shitty though-- instead.

2º There are millions of ways; editable poly sub-form has a tool called "Edit Triangulation"; you may also make 3dsmax recalculate triangulation by selecting the polies and using the recalculate triangulation tool. Another method is using editable mesh and using the turn tool for edges.

3º That's very subjective to the situation; you may need to watch out how triangles are fitting into the vertex and the purpose of a shape. Therefore, I would suggest to avoid linking too many edges to a vertex, because it may mess up shading or the rigging during the animation.
 
selecting the correct triangulation, is more an inner feeling that we develope, it's pretty much making the mesh into triangles and decide which produce the best shape for what we are trying to produce.

Whoever can control triangulations to a maximun level, can optimize a model perfectly, since things that normally are produced with quads are optimized with very good organized triangles.

You'll need to practice, start by using max's auto triangulatiopn, but thenm try applying triangulation yourself.

As a Solution to your trouble: Collapse Edges and Vertex Weld are the tools that you need.
 

I think you should import some WC3 models into max and take a look at their topology . It helped me at least .

There will not be need using Multires because WC geometry is way way simple . U can use your hands to make MultiRes effect or Retopology yourself . I am calling MultiRes , Retopology coz it makes same effect but automatically .

Anyway look at WC3 models and you will understand how similar is their topology . Making in same way will be the best choice :)



1) For WC 3 it almost does not matter .

2) The best way is to make model with only polygons but for low poly games it is ok to use triangles .

3) Man there is nothing Impossible . Ppl are making models with polygons only !


Perhaps you could show us your mesh and we maybe could help you to choose the best topology for it ?
 
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not the best but the easiest, trust me, you wouldn't like to rigg a mesh which has incorrect triangulation or uses polygons, specially for contraction-expansion effects.

For animation it is another thing . But it is easier to have triangles in your model than to have not them . For example for sculpting it is suggested that you use very few triangles and in hidden places because They make artifacts after smoothing .



Here is a pic of good face topology and info on it :

polyregionsif6.jpg



But If I was on your place Sephiroth_VII I would import WC models into max and looked at how geometry is acting while animation . IT is the best way to find your answers .


Here is another nice tutorial on how to create good mesh for animation http://www.pig-brain.com/tut02/tut02_01.htm
 
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