Started by j meyer, July 03, 2015, 03:17:21 pm
Quote from: Oshyan on July 15, 2015, 09:02:50 pmThis is a really useful thread. But I think the post-question-response(s)-repeat forum discussion model is not a good way to present such information. It means the information is harder to find - it must be culled out from amongst other responses - and that incorrect or outdated information is harder to avoid/eliminate/update. A Wiki approach is ideal to solve this kind of need for potentially collaborative documentation/information and ongoing updates and improvements. So I would strongly suggest creating a Wiki page in the user-generated content area of the Planetside wiki to hold the "final" version of this info. For this, and especially in the future, I think it may be best to start the Wiki page, then start a forum thread to discuss it, but keep all informational and content posts in the Wiki, with only discussion, Q&A, etc. here in the forums. Note that there is also a discussion method in the wiki that could be used, but I imagine most people would prefer to do it here (this forum is a lot more full-featured and easier to use for discussion, for one thing).Wiki is here: http://planetside.co.uk/wiki/And is open and freely editable by any forum member. Just use your forum login credentials.- Oshyan
Quote from: Hetzen on July 16, 2015, 04:32:25 pmBack to Paq's TV, to get a correct effect he will need to bevel where he wants rounded corners and change the smoothing group number of the polygons where he wants them to have their own unique smoothing. So for example, the large beveled cube would have smoothing group 1 applied, the sides of the first extrusion (4 of them) would each have unique smoothing group numbers so that the right angle is maintained when shaded. The next level of extrusion would have another 4 if he wants to maintain the hard edge and so on.
Quote from: Hetzen on July 16, 2015, 04:32:25 pmA quick point on smoothing groups. It's not about smoothing the geometry, it's about smoothing how light works on the surface....
QuoteNon-planar faces are polygons with at least four vertices that do not lie on the same plane. In other words the vertices of a Non-planar face no longer form a flat surface in 3d space. Non-planar faces are not necessarily bad; in fact Maya doesn't care at all. Objects with non-planar faces can be smoothed, rendered and all polygonal tools should still work fine. When modeling for a game engine Non-planar faces may cause problems, but luckily they can be fixed without any problems. Cleanup will find and highlight all non-planar faces and if told to cleanup it will triangulate all non-planar faces. In this case triangulation is the easiest method to fix non-planar faces since three sided polygons (also known as trigons) always form a plane in 3d space. If you are keen about keeping your model in four sided polygons (also known as quads) you will have to clean up the geometry manually. The best way to go about it is to use the orthographic views (front, side, top, etc.)