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skullbonez
08-09-2004, 06:42 PM
Hi,

I am making a model for a computer game, and because of the ease of use of Rhino, and the way you can make great curves for a car, I want to model the car in Rhino (NURBS) and then export to a poly output using the export options with detail turned down as far as possible.

Is this a bad idea? Is Rhino good at efficient outputs? How many polys should I aim for in a real time rendering application for a model like a car?

Rhino is all I have ever really modelled in, I have seen some friends use 3D Max and it seems like a steep learning curve.

The reason why I want to make my own model is beacuse I want to build this game from the ground up, doing as much as the artwork as I can.

Any ideas would be appreciated...

::S::

Ifx3d
08-10-2004, 12:19 AM
i think it would be best to do polygon modeling with cars for game use just because you can control every aspect of the models look, and the models polycount

i think it is better from an artists standpoint to model the car by polygons and know what it would look like in-game rather than make a high poly model and put it through some plugin (or exporter) that exports a low polygon model

it seems to me that it would take the "guess work" out of making the car and save you alot of time

skullbonez
08-10-2004, 07:00 AM
I was thinking, modelling in Rhino and then exporting a high poly count model, then bring it into some program for poly reduction aka optimistion...

Which poly based environments are good for this? Is there any specialised poly reduction / optimisation software available?

Anyone? Also, just how hard is it to start afresh at 3d studio...? If you know Rhino are there tools that imitate something like a polyline tool, then you can surface the enclosed region with polys?

Crocodilian
08-12-2004, 09:50 PM
"I was thinking, modelling in Rhino and then exporting a high poly count model, then bring it into some program for poly reduction aka optimistion..."

This is a bad idea. Rhino is principally a NURBS modeller, and the continuous surfaces of NURBS are completely unrelated to the discrete surfaces of a polygon mesh model. Polygon reduction/optimization will produce a useless mesh in almost every instance.

Why?

Because one of the most important issues in low-poly modelling is placing polys in exactly the "right" place. Many of the other steps in the workflow depend on this, and you can be certain that a mesh generated through poly reduction and optimization won't work right; these algorithms merge polys based on issues like local curvature,equal area, or convex hull analysis-- but what they don't have any "knowledge" of is how the model is supposed to be animated, textured, deformed, and so on. . .

If you want to do low poly modelling and dislike Max, you might consider Wings (free) or Silo (inexpensive)-- both are excellent modellers.

This is not in any sense a "slam" on Rhino-- its a great application, but its designed to produce something very different.

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