View Full Version : How do I let my tris look like this?
ultradm
02-16-2008, 05:58 AM
http://www.robinwood.com/Catalog/Technical/LightwaveTuts/UVMaps/UVMapImages/UVTut4/LWUV4-02B.jpg
Currently, my model's made of quads, so when I try to triple or qemLoss it, the polys don't look as neat and tidy as the screenshot above
kopperdrake
02-16-2008, 07:09 AM
Do you need to turn the polys into tris? If not, don't :)
ultradm
02-16-2008, 11:31 AM
I do. I'm doing a model for Jedi Academy which runs on the Q3 engine :)
JeffrySG
02-16-2008, 04:04 PM
The tris in that image look nice and ordered because the quads that they were made from were closer to being square than yours probably are. You may need to go in and use the connect tool to manually put the tris in where you think they will work best or you may have to adjust your topology to get them to be more even. It would help if we could see what you are working with to give better advice.
ultradm
02-16-2008, 10:34 PM
Ah I see thanks. I started out with quads of varying sizes and shapes, so I guess that may have had something to do with my tris being all over the place
kopperdrake
02-17-2008, 10:19 AM
Oh - does the Q3 engine not convert any quads to tris automatically? When I did stuff for games the only time we'd resort to splitting quads to tris was when we wanted a quad to distort in a certain way, so characters were pretty much tris as we wanted to control the textures through their distortion, but environments were usually left as quads as no distortion was going to happen.
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