Hi guys, I'm after some help with a rope model I've made...
I've made a hi poly, modular rope, with matching tiling textures, as part of a bridge model.
I'm now making the low poly rope, and have just realised that the mesh needs to be twisted 180deg to make the texture work. As this is how I made the original hi poly.
The twisted LP doesn't too too bad, the twist actually makes it look bumpy and rough and the texture tiles perfectly.
However, I'm concerned that if I show this model and mesh to potential employers it will be seen as bad/messy modellling.
So am I better to keep the mesh as neat, tidy, clean 6 sided model and remake/adjust the textures? This texture work could be quite problematic.
I'd appreciate any input anyone out there can offer.
Thanks,
Alex
Replies
I have an image to post, but have a "You may not post attachments" rule applied for some reason. Not sure how to remove that?!
The model is a rope and plank bridge for a next gen game - but I have not been given any rules by the client as to poly counts etc. The bridge will however be a main feature in one level.
I'm using 3DS Max 2010.
I'm not sure how I would go about matching the texture to the mesh/twisitng the Uvs. Any advice?
Maybe I should try baking the texture to the LP mesh?
Cheers,
Alex
Also knowing what app you're using we can suggest construction methods and exchange ideas without having to talk generally or explain 3-4 ways to the same thing in each app you might be using.
http://yfrog.com/0xropecomparisionj
I'm using 3DS Max 2010
Cheers
Maybe depends on the size of the rope, and like 50 other factors, as usual hehe
and you can make a cylinder look round with 5 sides, as long as you're smart with how you hide the end edges to make it look higher poly, and a rope will be what...10 pixels wide max on screen ? Just because you can add more polies doesn't mean you need to
Triangulating the mesh before export takes care of that problem (turn to poly > 3sided polys).
My point was actually that a 5-6 sided rope sounded too much, I usually use 3 sided cylinders for ropes, cables and whatnot, since as you say, it's only like 10 pixels on the screen anyway. But maybe 3 sides are too little for todays engines, Im not in the industry so I wouldnt really know.
Ill stop now.
I debated for a while on how many polys to use. The rope is pretty big and will be reasonably important to the game, so I'm probably safe with 6, I hope. I have some much smaller ropes holding the planks of the bridge together, and was just this morning wondering if it was feasable to use 3 or 4 sides - question answered!
kdm3d,
Any suggestions on how I would twist the texture?
Is there a quick and easy way in PS? or would it be a case of skewing the texture, cutting of the excess and sticking back on the other end?
Alex
You never really want to change the low poly geometry after you bake. So baking and then twisting would be a bad thing, so twist the low before you bake.