Modeling for HL & HL2, quads or triangles?

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Old 11 November 2003   #1
Modeling for HL & HL2, quads or triangles?

Does anyone know which of the two (quads or triangles) one is supposed to use when modeling for HL & HL2?
Any additional information on this issue would be greatly appreciated.

DPC
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Old 11 November 2003   #2
Ooops!

Just in case, HL stands for Half-Life (FPS).

DPC
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Old 11 November 2003   #3
DrPepperCan

to my knowledge, Half life 2 uses Triangles, around 5000 for each model.

If i got the time, i'll post a link with relevant information on this.


-R
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Old 11 November 2003   #4
Here you go.


" We target between 3000 polygons (i.e.: headcrabs) and 7500 polygons (i.e. Alyx, the Gman) for characters and monsters, depending on function and how many we hope to have on-screen simultaneously, and we have several stages of LOD (level of detail) models with drastically reduced polygon counts for when things get smaller in screen space (further away). We're targeting around 2000 polygons for our viewmodels, which of course do not LOD. ""




http://collective.valve-erc.com/ind...=source_mod_faq



-R
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Old 11 November 2003   #5
Thanks so much for the URL Robin
This is quite possibly the best HL editing source I've seen yet.

Cheers,

DPC
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Old 11 November 2003   #6
I must say... I thought it was a bit too bad that I was just reading from The Subdivision Modeling Resource Page an advise that says to avoid using triangles, 'cause you're more likely not to end up with a nice and smooth surface. Quads are preferable. And now that I was just getting used to the idea of modeling using quads ...
excerpt from the HL2 Source Mod / FAQ:
"How many vertices can I have per polygon, on a model?

The engine deals with triangles (which means 3 vertices per polygon) but our exporters from XSI divide all polygons with greater than 3 vertices into triangles.

I suppose that is a custom made exporter
It would be nice to have one "stand-alone" engine like that for us mod makers

DPC
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Old 11 November 2003   #7
Game engines like HL, HL2, Q2, Q3, Deus ex all use triangles ...

They avoid at all cost rounded surfaces like car wheels and rounded characters heads. Its not a new concept.

Do a search on Paul Steed (in your browser) the guy behind the Q3 charaters you'll see what i mean.

-R
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Old 11 November 2003   #8
-Does anyone know which of the two (quads or triangles) one is supposed to use when modeling for HL & HL2?

Definetely Quads.



-Any additional information on this issue would be greatly appreciated

Triangulate before exporting to the engine.
 
Old 11 November 2003   #9
They model in Quads but convert them in Triangles for the game.

Some people model in Tris.
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Old 11 November 2003   #10
Quote: Originally posted by DrPepperCan
I must say... I thought it was a bit too bad that I was just reading from The Subdivision Modeling Resource Page an advise that says to avoid using triangles, 'cause you're more likely not to end up with a nice and smooth surface. Quads are preferable. And now that I was just getting used to the idea of modeling using quads ...
excerpt from the HL2 Source Mod / FAQ:
"How many vertices can I have per polygon, on a model?

The engine deals with triangles (which means 3 vertices per polygon) but our exporters from XSI divide all polygons with greater than 3 vertices into triangles.

I suppose that is a custom made exporter
It would be nice to have one "stand-alone" engine like that for us mod makers

DPC


they advise avoiding tris cos they are not intended to be used in game engines..they generally drop a lower poly mesh into a subd or nurb cage...if you have tris with this process, tris can leave artifacts in the look of the character..especially if animating. hope this helps a little...
in you case use tris...or make low level quad and then convert...up to you i guess...
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Old 11 November 2003   #11
Quote: Originally posted by robin
Do a search on Paul Steed (in your browser) the guy behind the Q3 charaters you'll see what i mean.

-R


An interesting ( well, I thought so ) collection of old articles by Paul Steed can be found at..
http://www.loonygames.com/content/1.1/totb/
 
Old 11 November 2003   #12
I'm so amazed at the great response I've got on this issue
Thanks a bunch evereyone

DPC
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webfolio
 
Old 11 November 2003   #13
Quads are very rarely used in game engines as far as I know.
 
Old 11 November 2003   #14
Actually....
Since Paul Steed was mentioned above, I found this model made by him and Darren Pattenden: dk2_reaper.zip , found here:
http://www.fileplanet.com/files/30000/34667.shtml

DPC
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webfolio
 
Old 11 November 2003   #15
Nobody that I know uses quads in their game engines. If they do please send me a link to their site so I can wave it in front of our programmers faces and beg them to do the same.

Model in quads or ngons if you prefer that (I do a general combination of both) then convert to tris when the mesh is ready for rigging and UV mapping. I usually set a quad based version aside at some point, depending on whether or not I'm going to need a high rez version. That way I can subdivide smoothly for detail if I need to.

It really depends on what you need for the character - cinematics? higher detail LOD's for close up in game shots, etc. But no matter what the final model that goes in game will use tris.
 
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