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Modding Tutorials Information and tutorials related to modding BF2. |
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Thread Tools | Display Modes |
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#12 |
Retired PR Developer
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I always use to make everything I did in tris, only recently have I moved onto polys but ye, when making non flat surfaces I always go back to doing tris where possible
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#13 |
PR:BF2 Developer
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Thank you for the tips
![]() I was wondering If I could get some feedback in modeling with tris, Also (to my understanding) most game engines convert your mesh into triangles, but does this matter on flat surfaces where it needs no definition? Could I also get some feedback on this test scene if someone has a min or two, where am I using tris that I dont need to bother doing, where is the connecting wrong etc. |
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#14 |
Retired PR Developer
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here you are: http://img512.imageshack.us/img512/161/feedback.jpg
you can remove those verticies I have marked as they aren't much needed, as well as the edges connected to them. Other than that it looks pretty solid for a destroyed/ruined wall/corner ![]() |
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#16 |
Retired PR Developer
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Small update on the topic of optimization. Nothing big and fancy, just figured that I would put it up when I needed to explain it in pictures anyway :P
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#17 | |
Retired PR Developer
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Yet another mini tut, this time on the subject of organic and cloth modeling / sculpting WITHIN max (no zbrush or mudbox needed)
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#18 | |
Retired PR Developer
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New micro tut/technique.
People often use the boolean tool, but to my great joy some of you have discovered the issues with using this and here is one way of doing it yourself. This only works on orthogonal intersections though. There are other techniques for other scenarios but I can't be bothered to teach them all right now. Quote:
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#19 |
Join Date: Aug 2008
Posts: 1,894
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Location: Florida
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Lawl. Z-Troop your tuts are beast like
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#20 | |
Retired PR Developer
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Another micro tip.
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Tags |
3ds, 3dsmax, heavy, image, max, mini, render, thread, tom, tutorial, tuts |
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