Proly because all the flat surfaces are divided by 3ds into tri's...which could lead to bad results
The random model thread!
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How can i fix this?
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You have a polygon with like...TEN SIDES!
Split it up manually and apply a smoothing modifier to it.
I could fix it over MSN...but of course it's being ghey and decided to not work today.

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Nothing to do with having ten sides, that's quite acceptable (they're called N-Gons for a reason
) it's because the surface probably isn't completely flat so when it triangulates it it goes to hell. Select the face/poly and then under "Edit Geometry" in Edit Poly, there should be"Make planar" then "X" "Y" "Z". One of those (depends what direction you made the gun face) will flatten the verticies around the face so it won't triangulate wierd - look in the front view to see if it's flattening right.
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Aha, thank you very much Snipa.
What kinda of polycount should I be aiming for at the moment? I think its a bit high at the moment but it is basically finished.
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Quote from SnipaMasta
Nothing to do with having ten sides, that's quite acceptable (they're called N-Gons for a reason
) it's because the surface probably isn't completely flat so when it triangulates it it goes to hell. Select the face/poly and then under "Edit Geometry" in Edit Poly, there should be"Make planar" then "X" "Y" "Z". One of those (depends what direction you made the gun face) will flatten the verticies around the face so it won't triangulate wierd - look in the front view to see if it's flattening right.exactly.
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or you have edited it with extrusions and you need to just apply some smoothing ?

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Even after smoothing it that section looks exactly the same.
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Max. should probably be about 4000 for a modern day game - that gives about 1500 for hands. For a pistol that should be a bit less unless it's really well detailed.
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Thanks, I should be fine with a 2500-ish pistol.
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Even after smoothing it that section looks exactly the same.
Weld vertices?
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I don't think I have any back facing, this model started with one single plane.
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Here's a plymouth barracuda-like car I'm modelling for a low poly contest (1k tris budget). I'm now doing the high poly version for normal map baking (I never done it before, hope it doesnt such too much
). I think the shape is ok and it can look kickass with a hot difuse + normal.[Blocked Image: http://i78.photobucket.com/albums/j101/thiagok/barracuda_wip01.jpg]
[Blocked Image: http://i78.photobucket.com/albums/j101/thiagok/barracuda_wip02.jpg]
[Blocked Image: http://i78.photobucket.com/albums/j101/thiagok/barracuda_wip03.jpg]
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Maybe you could use your left-over tris to make a nice twin exhaust, or some wing mirrors? Or even smooth the shape of the tires.
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You could still cut back a whole load of those tris without loosing any of the current shape.
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Quote from tomdon
You could still cut back a whole load of those tris without loosing any of the current shape.
Like.. where ? I don't like merging vertexes together cause it results in triangular shapes and I don't like working with triangular shapes.
Rick_D: Yeah, I'll add a huge exhaust and a blower with the polys left.
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Niceness. Maybe the back bumper needs some of it's verts moved around?
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A low-poly hand I've done...
[Blocked Image: http://pix.nofrag.com/6b/5b/b6ec3629b217e367135dea4f0a41.jpg]
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poly count?
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