Hello!
This is my first post (help!) here. I have been attract in this forum 'cause of the excellent thred about low poly under 500 tri, which i often use to plead my cause about less poly and more design
I was particulary geek out when it finally reach its 128 mark (waiting now for the 256). That and many other insightful thread all around.
I'm a game developer who just start making game (before i was just a gamedesigner) for its local area (martinique, french west indies) which is pretty small as a market. As i could not afford to pay a graphist (or could find someone competant and foolish enough to start working for free) i have started learning 3D low poly modeling.
I use blender and learned quickly the basics but got some problem with topology when using quad. Sometime the "hidden edge" of a quad is not in the right direction and give a nasty look to my topology. The only way of getting rid of this is to kill the quad and reconstruct triangle with the correct orientation, then merge them back into a quad. But this is really expensive when you have to fix the whole model.
I know in 3DSmax you could see those edge in the quad and have an option to "edge turn" them. But now i could not afford to pay a full license for max (i'm way too poor). I have try to investigate many other free 3D low poly modeling option but could find a decent one with edge turn. I have read entire manual and browse the net, but no one seems to care.
Is there an option in blender to that i may have miss or a more appropriate 3D package for my need? or maybe i should consider different modeling practice?
Replies
http://blenderartists.org/forum/showthread.php?t=97633
Hope that helps!
But it seems that the problem is even more complicated as seen on this particular thread : http://blenderartists.org/forum/showthread.php?t=73527
There is image proof of the problem made by Spacemonkey!
Conclusion: Blender + quad = Bad low poly topology control
I'm trying Gmax, but it seems i could not create usable format (what is this .P3D anyway >:( )
Anim8or does not flip quad edge either...
Is there a good modeling package for low poly?
As for free modelling software you could try:
Don't know any other free modelling programs worth recomending.
Doc seems aware of internal quad edge, but do not provide tool to deal with...
I'll stick to blender for a while.
Thanks
But i made think that you are actually giving a really good advice >> on edit create good topology, before rendering or exporting >> convert to tri to keep the topology
Thanks
This is one of the reasons you should manually tessellate the mesh before exporting for game, rather than replying on the export scripts available, to ensure edges/faces are rotated correctly.