View Full Version : Polly Count and using HyperNURBS
Guyon 02-06-2005, 01:31 PM If I made a model for use in a game would you just model without HyperNURBS?
When you export to the .x, woud a HuperNURB object really raise the polly count?
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/\>Scott M C4D</\
02-06-2005, 02:07 PM
From my view it would depend on how complex the mesh is but if you wanted quality looking models with smooth curves like those of a car body then Hypernurbs would be best used i think while using a a low poly mesh. If your objects are more simpler then normal polygons would be fine but remember to keep the mesh to a minimal amount of sub-divisions so those with less powerful machines are able to play the game to it's potencial.
Guyon
02-06-2005, 03:53 PM
Hi Scott, I think you totally missed my question. :-) I want to know if when you export a .x does a hyperNURBS make the object very complex as opposed to just modeling without hyperNURBS.
It really does not matter on how complex you need the object to look, as you can achieve the same thing both ways. So to any programmers do you use hyperNURBS? Does that make the .x too big?
I don't know what .x is but I can tell you that cinema will most likely export in all polys, so just make your object editable before exporting to check the actual number of polys you will end up with. That said you can just manually subdivide your mesh without putting it in HN which might be a better solution so you can get more used to things.
cookepuss
02-06-2005, 06:23 PM
Kids today. ;) .X is the Direct 3D file format of choice. By default, a mesh object with a HyperNURBS as the parent will export at the HN render resolution. So, if you have a low poly object with an editor iteration of 2 and a render iteration of 3 then it'll export at that 3 level of detail. In short, Guyon, the object will export at that higher poly count. You'll have to remove the mesh from the HN parent and export the cage alone, assuming that you want just that low poly object.
HyperNURBS will always add more polygons, as the purpose is to subdivide & smooth. (Research Catmull-Clark subdivision for more info on how the technical process works.)
When you model for a game, just model without the HN. Manually add in your detail. There are some tutorials on 3D Total (http://www.3dtotal.com) that have to do with low poly modeling. Read those. You'll understand the process better.
Guyon
02-06-2005, 06:40 PM
I am testing it myself now, I was hopping someone that did this before, and would share their experience.
@JIII: You don't have to make you object editable before exporting. A hyperNURB exports very nicely in to a .x objet (incluing Overriding HyperNurb influences).
FYI: .x export is the file extension for the Direct 3D export. If you need to use this format, make sure you use the XPort v1.1 plugin it is so much better.
Guyon
02-06-2005, 06:42 PM
Thanks cookepuss,
Were were writting at the same time. LOL
I thought that might be the case. Too bad becuase HyperNURBS are so cool. Thanks for the reply.
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