
YakZSmelk
Joined: Apr 3, 2006
- Environment Artist - robhow.com
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Posted: Mar 23, 2008 05:10 PM
Msg. 1 of 3
Not much of a complex question but for my own reference while modeling, I'm wondering if smoothing groups will appear in the exported .ass file and within H2V.
Also as far as topology is concerned, is there any shapes I should steer clear of or aim for (quads or triangles). I've watched a couple of tutorials and the maker uses an editable mesh (which I work with polys) and tessellation. I've also seen extreme shapes made with 4+ edges and was wondering whether or not these are ok within Halo 2.
My major is animation so if there is some type of norm in game development I would love to know, I'm aware of the use of triangles in the industries but the way I've been taught to model can easily be converted to triangles. I'm more interested in the multi (4+) sided shapes.
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YakZSmelk
Joined: Apr 3, 2006
- Environment Artist - robhow.com
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Posted: Mar 23, 2008 08:29 PM
Msg. 2 of 3
Yeah when I first started attempting to use Max all the tutorials used Mesh, then when I got into school my instructors taught us in Polys (which I think is easier).
I'm not sure if you answered my second question, are 4+ sided shapes ok for BSP geometry? I've seen from my own experience (I finally got a map to compile!!! But got more errors so I'll have your work cut out this week xXBigDaddyXx171 haha) that a +sky can work with some weird topology, but since I haven't gotten anything into game I want to know if they will cause any issues ingame (i.e. slow down, graphical glitches, etc).
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johnnyblaz20
Joined: Jan 19, 2008
wuzzup
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Posted: Mar 27, 2008 07:49 AM
Msg. 3 of 3
I really wouldn't worry about how many sides an object has be it the bsp or a tree. Just try to keep your map under 100,000 polygons. But after you get over 30,000 polygons you'll need to add portals. <--- if thats not what you mean please explain more.
Also if you are planning on adding, say a tree or rock do not attach them to your bsp just connect them to your b_levelroot and put the % symbol before the object's name. That will make the object render seperately and it also will not slow gameplay. Edited by johnnyblaz20 on Mar 27, 2008 at 07:50 AM Edited by johnnyblaz20 on Mar 27, 2008 at 07:51 AM
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