Rhino 3D Help Forums

Help => Modeling => Topic started by: Dynadyn on December 17, 2010, 11:50:35 PM



Title: Basic questions
Post by: Dynadyn on December 17, 2010, 11:50:35 PM
Hello. I'm relatively new to the advanced mechanics of Rhindo 3D. I've recently gotten into modding for existing video games, and began creating models to implement. I've noticed, however, that the game's objects tend to have no more than a few hundred polygons. My friend pointed out to me when I sent him the folder that the object I made has almost 3000, way over the expected amount.
I have two questions. One is how do I check the amount of triangles the model contains, and more importantly how can I make complicated objects on Rhino without making their polygon count too high? I used the poly count reducer/increase when I saved my file, but it drastically changes the model into undesired shapes.

EDIT: Another small question I have is if there is a "Hard Edges" effect in Rhino 3d.


Title: Re: Basic questions
Post by: arialzaffir on December 24, 2010, 12:16:10 AM
It is quite interesting for you to use a nurbs modeller for gaming instead of a low-poly one. Low poly stuff like max or modo runs better for these tasks in my opinion. But if you want to keep with rhino you should try to have as few isocurves as possible but in the end it will not change a lot because you need the triangles to define your shape precisely anyway. A tip should be try to simplify your model as much as possible and rely on bump maps for details. You can count your triangles and more with the _what command, it gives you the vertices and polygon numbers.
What do you mean by hard edges exactly?


Title: Re: Basic questions
Post by: Ivan on December 30, 2010, 09:25:18 PM
I have recently tried this method which I believe could give some reasonable results considering Rhino is not really for low poly.
But, create a normal high detail model in Rhino, of course keep in mind that you should reduce the details to a minimum, but keep the curvatures to a maximum.
Then, download Moi 2.0, open the 3dm file in there, and export in obj using quads and reducing mesh detail. Plus, if you do the export for each object separately rather then export the whole scene/complex model, you will have much more control over variable density of the quads in each object of your model.

hth


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