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Basics of Topology?
show user profile  naf456
I've been using 3Ds Max for quite some time, but never really got any strict rules down when modelling.

I don't know the exact meaning of topology, But my brief definition : "The Resulting Pattern of polygons on the model"

But My main question is, does it matter if the poly's are quads or tri? or can I mix up quads and tris? of even if it's ok to combine any number sided poly?

is it also ok to have "Stray polys" , ie, if loops just end. I use the chamfer tool all the time to gives edges a smooth feel, but it creates artefacts on the end of the loops, so I just weld and delete the vertexes so the loops disappear into the side of the obstructing poly, Why does 3DS max create those artefacts in the first place?

I can't give picture examples at the mo, I;m using the macs in school at the mo. Maybe latter?

read 534 times
2/27/2012 10:42:33 AM (last edit: 2/27/2012 10:42:33 AM)
show user profile  scotch_again
It depends entirely on what you're doing.

If you're building arch-vis walk-throughs then all that matters is a) how it looks when it's rendered, and b) how long it takes to render. If you're building characters then you have to factor in how well they will deform. If you're applying any smoothing to the model then you have to think about how your topology will be affected by turbosmooth/ meshsmooth. If you're exporting to a game engine then you have to worry about how the engine will draw it.
read 526 times
2/27/2012 11:01:16 AM (last edit: 2/27/2012 11:01:16 AM)
show user profile  zeefusion
There was a thread ages a go with a link to another thread of just topology examples. I think it was just for the human body but none the less a very good resource.

Hopefully some one here remembers where that link is.
read 519 times
2/27/2012 11:26:27 AM (last edit: 2/27/2012 11:26:27 AM)
show user profile  donvella

lol... despite the name (and age) of the website, this actually still provides good information on topology.

read 513 times
2/27/2012 11:34:52 AM (last edit: 2/27/2012 11:35:30 AM)
show user profile  Mr_Stabby
quad is the simplest piece of geometry you can subdivide so that all new divisions are equal (2 cuts for quad, 4 for triangle), that is basically it - it takes 4 times more resources to subdivide a triangle mesh and twice more to display it.

Even though technology has advanced from the times quads were crowned kings of highpoly and its technically not required anymore (using the proper algorithm a subdivided triangle mesh looks just as nice as a quad mesh and would be easier to create), everything is still geared, optimized and sometimes made for quads.

read 480 times
2/27/2012 10:27:01 PM (last edit: 2/27/2012 10:27:01 PM)
show user profile  3joez

read 455 times
2/28/2012 10:49:25 AM (last edit: 2/28/2012 10:49:25 AM)
show user profile  naf456
I have no cue about the history of 3D design, no idea about how quads really differ from tris and so on.
I know that the Computer take longer to render other polys then tri's . so It's critical in My Games to create tri polyed meshs.
If I create quad meshes, it gets transformed to tri's when saving it to FBX anyway.
Surely since there double the amount o polys (tri's = quads/2) it will take longer to render?
read 438 times
2/28/2012 12:36:29 PM (last edit: 2/28/2012 12:36:29 PM)
show user profile  Mr_Stabby
>>Surely since there double the amount o polys (tri's = quads/2) it will take longer to render?

since there are 2 tris in a quad no, takes exactly the same amount for the same amount of detail. The only difference between a triangle and non triangle mesh is that nontriangle meshes have 3 extra bits per triangle to determine whether they are part of something or not, these are ignored at render time so no difference at all.

read 429 times
2/28/2012 1:54:32 PM (last edit: 2/28/2012 1:55:10 PM)
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