View Full Version : Modeling : Polycount - true or false
innervision961 05-11-2003, 10:53 AM Ok say i'm modelling a character for a game right.. And i use the polygon counter to tell me how many polys i have so far, my model is made totally of quads... but when exported into an engine it will automatically turn into tris now since i have a 2000 poly model, when i put it in engine is it still considered 2000 or would it be 4000 since ever quad has 2 tris in it
Sorry for my ingnorance
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Yup, considering that your model would be only quads, then you can double it's face count to get the correct tri count.
There is a replacement script to the polygon counter that displays the amount of tris, even when modeling in Epoly (perform a search here it was not long ago).
Actually if you want to check your mesh in tris after you're done modeling, convert it to a mesh, and you'll see tris poping everywhere - you'll actually see the model has it will be your gaming environement.
mouj
Marcel
05-11-2003, 11:16 AM
It depends wether you are using a editable mesh or a editable poly. When you are using a editable mesh the polycounter will display the ammount of tris, even though you have used only quads. (To be correct, there are no quads, there are only tris with some edges made invisible).
When you use the editable poly the count is indeed not correct. Very confusing!
Oh yeah, try to use a more clear thread naming in the future, or the mods will eat your soul :)
innervision961
05-11-2003, 11:32 AM
lol@ mods eating my soul, they'll have to wait in line behind satan and george lucas :scream:
(and my apologies for the confusing title but to me i wasn't sure if it was a stupid or valid question)
Yes very confusing... Thanks for the help guys...
(grrrrr my models count is to high)
Equinoxx
05-11-2003, 12:26 PM
I wait in line for NO man . . . George & lucifer better get the HELL outa my way . . .
changed your threadtitle btw ;)
LFShade
05-11-2003, 11:28 PM
I think the triangle counter script mouj was referring to might have been mine - it's called TriCounter. If you're interested you can get it here (http://www.scriptspot.com/rhyde/files/tricounter.mcr). It's a macroscript file, so you'll probably want to right-click and save as... into your 3dsmax\UI\macroscripts folder, making sure it has an .mcr extension. In Customize UI, it'll come up in a category called "Max Script Tools". Triangle count will display in the status line.
Thanks,
RH
Indeed, LFShade, sorry for not mentionning you, I knew i had this script from somewhere here, but could not remember who had posted it (i know i also could have performed a search !) - anyhow, works like a charm : )
thanks !
mouj
JetroPag
05-12-2003, 11:56 PM
I always use the Summary info window for counting faces and stuff. :hmm:
LFShade
05-13-2003, 12:18 AM
Even the summary window will count polygons rather than tris on an EPoly object.
RH
innervision961
05-13-2003, 09:44 AM
Thanks guys this is really helpsfull! thanks LFshade! :thumbsup:
JetroPag
05-13-2003, 04:04 PM
This is little off-topic, but I have to ask.. What's so special about e-poly. I always use e-mesh. Am I just stupid or something? :rolleyes:
LFShade
05-13-2003, 05:52 PM
It doesn't make you stupid as long as EMesh works for you;)
There are some good reasons why EPoly is so popular, though. For one, you get to use all those fancy Meshtools, MJPolyTools, and csPolyTools scripts (as well as my own CleanCut script:p ) that speed up and simplify the modeling process. As of Max 5, most EPoly operations allow you to bring up a dialog box and go into "preview mode", where changes you make in the dialog are previewed in the viewports but are not committed to the geometry until you apply them. EPoly also lets you avoid things like the annoying extra verts on hidden edges that result from slicing. EMesh is a little quicker in the viewports than EPoly, though.
Ultimately, the two geometry types give you pretty much the same results, and most modifiers you apply to EPoly will internally convert it to editable mesh anyway. So EPoly can be thought of as just a base-level modeling aid, really.
RH
<edit>oops got it working.</edit>
thanks LFShade! great tool!
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