View Full Version : Questions related to uv's and lowpoly geometry
Leionaaad 03-05-2008, 08:13 AM Modeling buildings....
Please tell me about the drawbacks of intersecting geometry. All I know is I have to keep them crossing in straigh angle and I have to use this when I don't have other options.
What would be better: intersecting surfaces or adding some 50 more vertices?
uv's: can I cross the 0-1 UV space? If I want to reuse the materials and textures, I have to force a planar map on each side of the wall with the 1:1 aspect. This will stretch the uv shell beyond the limits. Any drawbacks?
I figure there is a difference between the consoles, so I would like to know how would these things behave.
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matsman
03-05-2008, 09:15 AM
okay... that intersecting geometry or 50 extra vertices... As a modeler I am used to thinking in faces and not vertices as some programmers do... so lets say the choice is intersecting or 50 extra faces.
It all depends on what your engine can handle and if you can use those 50 faces better for something else... like more detail, some more props, grunge alpha planes... there is a lot you can do with 50 faces.
Drawbacks with intersecting geometry also depends on engine and how it handles it... vertexlighting might be getting some weird results with some vertices being in the building and others being outside it. Sometimes its a little harder to fix the seams in a texture when intersecting but that is no big deal.
You don't need to have them at a straight angle per se BTW... the thing is though that when intersecting a sphere with a cilinder things get a little awkward and depending on the viewing angle the hard intersection line shows real well and is very ugly... So the only rule I use is: only use a flat surface to intersect in.
About UV's yes you can cross 0-1 space but you'll need to tile your texturemap when doing so, otherwise you'll end up with black. It you need an original texture on everything... everything needs to be in 0-1 uv space... or in multi 0-1 uv spaces (multiple textures) When doing buildings... tiling is usually a good idea.
Since I have not worked with engines designed for consoles I cannot answer that last question.. but yes it matters and some have more advanced options then others. When making stuff for the wii you are more restricted then when you have a 360 as your platform.
Care to show some of the stuff you make or want to make?
Leionaaad
03-05-2008, 10:23 AM
No, I can't show anything. It is for work and we are quite a bunch of unexperienced people around. We just keep reinventing the wheel and sort.
I posted here because cgtalk doesn't has a game/real time render related section and is the only relevant site it is not blocked.
Thanks for the answer though
urgaffel
03-06-2008, 09:14 AM
The answers to all the things you asked are dependent on the engine and hardware you're developing for so it's a bit hard to give you a definite answer. Sometimes it's better to use intersecting geometry, sometimes it's not. Sometimes you need to tile your textures (going outside 0-1), sometimes you can't tile it more than 16 times (0 - 16 or -8 - 8) for example.
aten skinner
03-09-2008, 02:34 PM
You ought to be ok with the current gen of consoles - I know our PS2 had precision issues with uvs tiling a long way outside 0-1 (like up to 20 or something in our last engine). If you did you could just snip the uvs and move the shell back to 0 again anyway. I've been working on PS3 and XBOX360 this time and not found any issues with that.
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