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wasaki

New to Modelling/Texturing - Need Help

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Hello, like i said i'm new to all this modelling thing and i wanna know why 3ds max is dividing my polygons into small little triangles, like this :

Thanks in advance

Sin título.png

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All 3d models are triangles somewhere under the hood.

It's just that it shows it to you.

A surface that big and complex would be impossible to work with as a singular face anyway.

What are you trying to do?


Ronyx rhymes with electronics...  

Steam  //  Twitch  //  YouTube  //  Twitter  //  CSLModding.INFO

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  • Original Poster
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    Does that adds to the tris count?

    and if so i'm better doing big square instances into little squares?

    Quote

    What are you trying to do?

    That is a college building

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    Yes, all triangles add to the tris count. This big complex ones are called ngons (they show up as one face but can have dozens of triangles in reality). You could try to work with your own layout of squares. That usually also makes texturing a bit more easy but it may require more vertices. :) 

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    So, i need to try to deleted such ngons/model not so large faces

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    I would at the least try to remove some holes in those faces. You could have some big flat polygons where parts of them are underneath the rooftop elements. That will definitely lower the tris count, but it will add some unused areas to the uvmap. I sometimes use these areas for texturing other smaller faces.

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    Also, can i do the diffuse texture first and then applied to the model?

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    How do i apply such texture to the model, and does the model knows what goes where?

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    I figured out, but know when i export it to the game, the texture that is at terrain level is all wonky and doesnt show properly

     

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    You mean you have a ground plane for your model, and that looks flickery ingame?
    That's called z-fighting, it's because your model and the terrain interfere because they're at the same height.

    If it's something else, then try explaining more.


    Ronyx rhymes with electronics...  

    Steam  //  Twitch  //  YouTube  //  Twitter  //  CSLModding.INFO

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    Yes, i think that is, so i need to make the model a bit on the air?

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    I decided to go with a lower model to begin with to practice mapping and such, i think it came pretty good given how im just starting, GAS Station

    Sin título-1.png

    Sin título-2.png

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    This looks pretty good start. Definitely start with a smaller model. Walk before you run as they say. Keep it up. 

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    Is there a way to see the tris count for vanilla games models? 

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    Does the game adds in more triangles? in 3ds it says one number but in game says another

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    So. the bigger the model the more faces is going to add?

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    If it works that way, the added face count depends on the complexity of the model at ground level.

    It just pulls out all the edges touching the 0 height downwards by the looks of it.

    My guess it comes out to this - edge count touching the ground x 2, because a face is 2 tris. Assuming it doesn't subdivide them.

    • Like 1

    Ronyx rhymes with electronics...  

    Steam  //  Twitch  //  YouTube  //  Twitter  //  CSLModding.INFO

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    So for example if i make a model that is floating in the air, with no faces attached to the floor it wouldn't create those extra faces

     

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    Well, i dont know whats that, i'm just starting, i'll stick to some more faces, the more complex model i have is 10k~ tris and i saw that the building with most tris is the amsterdam palace i think is called, and has 28k tris

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    that looks really good! I'm just jumping back into modding after a 15 year hiatus. I feel like I'm starting from scratch!

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