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Published: 2008-03-26 16:43:24 +0000 UTC; Views: 1035; Favourites: 2; Downloads: 46
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well I've uploaded this in 3dsmax tutorials but it counts for every 3d program (it has to be)the facts are:
- triangles are 3 vertex points connected to each other, which makes a nice triangle (hence the name
- polys or polygons is the name of a group. it's a name for every plane that it created out of vertex points. the important part of this is that a polygon has no minimum or maximum when you're talking about vertex points. so a polygon can be a triangle, square...5 pointer..and so on and so forth.
so what I've created in this picture is an example, where I have 2 cylinders. each with 116 triangles. now I've used the "edit to poly" modifier and set the poly limit to 3, which makes all of the polys triangles.
I converted the other cylinder to an editable poly and removed all of the inner lines - except 1.
as you can see this gives dramatic results when you put your polygon counter (only in 3ds max 8) to polygons.
The cylinder on the left still has 116 polys but the cylinder on the right has 3! oh wow! I'm a master
No... the biggest concern here is rendering time and game engine modelling. as you may know game engines and 3d programs always use triangles to calculate shadows, diffuse maps...anything and everything really. so polygon count just isn't a real way to count your model. some polys can have 7 vertex points, some 3. you're not really viewing the real trouble an engine can have with your model.
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Comments: 11
Affet-kak [2010-05-10 12:24:47 +0000 UTC]
only problem with removing edges the way you have on that cyllinder is that it can only be used to make a few surfaces that must be curved
cyllinders are about all that can be done, if you start removing edges from a sphere you take away the outer shape boundry
but anyway. i never thought about removing them like this to keep poly/tri counts down. pretty good way of doing it
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saragoth [2008-03-30 05:32:11 +0000 UTC]
thanks this was most helpful i work with maya but is the same idea
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Anaxagorous [2008-03-26 21:45:23 +0000 UTC]
It's worth noting that this is only applicable to the FINAL count. Ngons are quite handy when getting the general shape of the figure and establishing your topology without having to constantly rework things.
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master3d In reply to Anaxagorous [2008-03-27 08:28:32 +0000 UTC]
oh I'm not saying you should work with triangles as a start. but always end with them (or use the 3ds max 8 counter) so you know how many triangles you have
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Anaxagorous In reply to master3d [2008-03-27 12:56:29 +0000 UTC]
Oh, definitely. Or if you're working with high subdivisions, full quads. It divides better and makes for better smoothing.
I wouldn't be too surprised if we end up with full on subdivision in games within this or the next generation.
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Frenotx [2008-03-26 21:20:14 +0000 UTC]
So when modeling for games, you should always ask the developer for a triangle limit instead of a poly limit?
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tremault5 In reply to Frenotx [2008-03-26 21:25:08 +0000 UTC]
Usually you'll be asking how many faces you can have. or vertices.
incidentally ....
the sega saturn operated on square faces not triangle.
at least that's what i heard.
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master3d In reply to tremault5 [2008-03-27 08:27:31 +0000 UTC]
as I read it on wikipedia (I think) faces is the same as polygons, just a name for triangles, squares and so on and so forth.
you can't really rely on vertices either because the number of triangles you can make with vertices is more than optimal.
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emm0r3d In reply to master3d [2008-09-12 11:45:41 +0000 UTC]
Vertices will always be much lower on a triangular wire frame than a quad-poly (4 sides) wire-frame.
You'd ask for the triangle count is what I'd suggest to stop any confusion.
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Frenotx In reply to tremault5 [2008-03-26 21:30:24 +0000 UTC]
Yeah, I guess vertices would be the best bet.
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