View Full Version : help please... one single mesh??
Vectorius 08-11-2005, 02:09 PM hello ...
i've a little question, can you help me?
here we go.. i've done a low poly caracter and i don't know if i should attach details to the whole mesh ? in fact, the details are not going from the mesh, it's just some basic form that i just put on the mesh... is it good or am i going wrong? should i cut this on the mesh ans so extrude them? is it important for video game ??
excuse for my bad english.. i post some pictures to show you.. thanks.
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SHEPEIRO
08-11-2005, 02:21 PM
yes it is important to have one continues mesh for these reaons:
1 parts can be difficult to rig correctly as they slide over over mesh when animated.
2 harder to get the textures right in uvws
3 this form of intersection forces more calculations from the zbuffer in video game to tell which mesh is on top/where it intersects
4 for the reason above glitches happen around these points with gittery edges as for each frame the zbuffer calculates the intersection differently.
Vectorius
08-11-2005, 02:32 PM
so every details object i maid for my caracter ( like this form or like a belt), must be attach to my whole mesh?
thanks a lot man! so fast answer.thanks thanks thanks:scream:
ArchangelTalon
08-11-2005, 03:18 PM
It's alright to use intersecting geometry to some extent.
You shouldn't be using it around areas that'll deform heavily, as it often goes very badly when your model is animated.
You should also try to avoid using it for major pieces of the model and just keep it for adding small details.
The zbuffer issue isn't really that much of a problem unless the intersecting poly's angle is close to the angle of the mesh it's intersecting, then you tend to get a bug called z-fighting, in which the engine can't decide which poly should be rendered on top, and you get some pretty nasty flickering along the intersection. So it's best to keep the intersecting polys at a close to an angle that's perpendicular of whatever you're detailing, as this renders the effect pretty much unnoticeable.
Essentially you should try and keep your model one mesh, but sometimes it's just unavoidable and/or a stupid waste of polys to model some things as a continuous mesh.
SHEPEIRO
08-11-2005, 04:23 PM
i know what your saying about extra polys from making all the cuts needed for single mesh. but i would make a habit of modelling without intersecting meshes. almost all modern game objects are one single mesh. the only exception being mechanical parts that move.
AdamAtomic
08-11-2005, 04:35 PM
Actually, for the RE4 models many of their accessories are separate meshes, I think it is an exaggeration to say that most games use completely unified meshes only. However, it is good practice to minimize them; like Talon said, they can be very good for little details, so they don't break up the mesh flow you already have, and so long as they won't have to animate in a tricky way. For example, in RE4 the separate meshes appear to be holsters, weapons, grenades, etc. Items that do not need to deform with the body mesh, etc. Eyeballs are a good thing to build as a separate mesh as well.
For things like belts or armor, I think those are USUALLY best as being part of the mesh, just as a guarantee for good deformation, you know you won't be seeing an arm or a leg muscle poking through armor or cloth at some point. But I wouldn't shy away from using it for smaller details, because it makes your model more flexible, makes it easier to generate LODs, and it won't munge up the mesh flow you already have.
Hope that helps!
SHEPEIRO
08-11-2005, 05:02 PM
yeah sorry thought about that and it was a little bit of an exageration.
but in the case of accsessories, these are loaded seperately so that various combinations are available without completely new model for every combination. basically i would stand by my statment that game models are better off and draw more efficiently when one single mesh is used. but then in the end it comes down to game engine/polygon needs andartist choice there are never solid laws, just virtual ones. ba boom
Vectorius
08-12-2005, 10:57 AM
Thankx you guys that help me so much.. i've not many notion about caracter animation, so with your help i can see now how i must work to get a good mesh in order to animate it later..thanks Adam and Shepeiro to your help.:thumbsup:
One quick question :)
How would you texture something like that?
I mean, say you have a cylinder intersecting a flat plane how would you know where to place (draw) a shadow or any detail at the intersecting point on the mesh if your uv map doesnt show it because its not actually part of the mesh?
thanks!
Ps sorry for butting in Fiolka Alexandre :(
-Mray-
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