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Cleaning object wireframing (Whatever it is?)
show user profile  TuPP3
I started to make sniper rifle, im done with it now, but I have seen somewhere that cleaning that wireframing is good to do, especially because I need to unwrap texture it. Well is it necessary?

Here is body of it: http://i160.photobucket.com/albums/t187/TuPP3/snipe.jpg?t=1234185063
It isn't much, but my first weapon model, I haven't modelled much "specular" stuff. But should I cut those polygons somehow differently or remove/add any un-/necessary cuts? Should they go vertically only or horizontally? Any info would be appreciated.
After I have confirmed model to be right I will start fixing UV map using checker, if model isn't right I need to do it again. But when I know this once, I can use that knowledge in future projects.
read 501 times
2/9/2009 6:37:35 AM (last edit: 2/9/2009 6:45:20 AM)
show user profile  mrgrotey
First fo all the correct term for this is 'optimising' the mesh.

It looks to me that you are making a low poly model for a game? (or at least at game complexity?)

if so you dont need to worry about creating triangle faces as they will all be converted to triangles when imported to a game anyway.

The main rule when optimising is that if an edge/vertex isnt contributing to the models overall silhouette (i.e. the outline of the model when moving around it) then it really isnt needed in the model and should be removed) The main area I can see on your model where this applies to is the butt of the gun. There are many verts and edges crisscrossing over the side face even though the side of the butt is flat. These edges wont give the gun any more physical detail but will increase the viewport speed as they add more triangles to the scene.

heres a paintover of your model as to where I would start removing the edges...

the new edges are in yellow. The area that doesnt come across well in the screenshot is the area circled in red. I cant really tell whether all those horizontal edges are needed. are they creating an indentation there? if they dont then target weld them above and below to save a few more triangles too.
You can certainly do that to the edges on the end of that area as you can see they all line up giving no more detail to the silhouette than if they were not there at all





read 480 times
2/9/2009 7:02:13 AM (last edit: 2/9/2009 7:05:40 AM)
show user profile  TuPP3
Thanks for fast reply.
Wow, now I realized how many unnecessary polygons there were in butt of the gun. So are those new diagonal lines in butt required althought surface is flat? So I have to cut lines diagonally from free vertex to free corners?(Very unclearly explained)
Yes, those are making bit of curve around trigger so they are required, it's very hard to do this optimizing to someone elses model.

EDIT: Whoa!, Edit! I spotted that there were 2 overlapping verticies in corner. I welded them and it's fine now :)
Thanks :P
read 466 times
2/9/2009 7:31:14 AM (last edit: 2/9/2009 7:39:52 AM)
show user profile  mrgrotey
I think generally you should be leaving just 3 or 4 sided faces visible as then its easier to tell what going on. If you leave the face as a multi-sided face (called an 'Ngon') then you are basically letting max figure out the remaining hidden edges within the face and that can be a mistake sometimes (after all every polygon on your model is made up of triangles, its just not all the edges are shown in the viewport). Filling the faces with the edges you put in doesn't give max a choice really. You have more control over the diagonal edges. Which a lot of the time makes the smoothing of the model better (I'm referring to smoothing groups, not smoothing modifiers). Long skinny faces/triangles don't smooth as well as broader faces therefore cutting in your own lines you can divide the faces up into broader faces and not have to put up with max doing it itself and getting it wrong.

Im sure that could have been said in a simpler way but there you have it ;)




read 453 times
2/9/2009 7:38:09 AM (last edit: 2/9/2009 7:40:27 AM)
show user profile  K-tonne
check for double verts by marquee selecting (dragging out a dotted line selection box covering the area) and welding with a small value

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read 446 times
2/9/2009 7:41:02 AM (last edit: 2/9/2009 7:41:02 AM)
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