Hi, I'm trying to cap a cylinder in a proper way, avoiding the triangles around 1 single point, as I heard that it's not proper for exporting to a real time engine.
But as I see in the epic content, in UDK, they don't look too much to the "quad rule", so I'm quite confused about this.
The thing is that in my case I have to model a boiler shape, so i need to add the minimum of polys to create that curved shape and help to the normal maps.
I'm thinking on 2 ways of doing this, I attach samples.
The hole is not very important (because is hidden by a pipe).


Replies
Most of the time people keep quads because it's easier to work with, or when working on base-meshes that will be exported to a sculpting app (like Zbrush or Mudbox), as quads subdivide more cleanly than triangles.
Here there is an explanation about this, in the paragraph "the stripping process":
http://www.ericchadwick.com/examples/provost/byf2.html
But curiously the people of epic don't follow this rules at all.
My question is, is it really important in UDK engine?
The thing here is, Is better adding more polygons and helping the engine to render? or saving polygons making tris around a vertice?
Also... Quad Cap?
http://www.mariussilaghi.com/qcap.htm
http://www.polycount.com/forum/showthread.php?t=86261&highlight=cylinders
Anyone care to elaborate?
But even with that I still have doubts about my model, because in this case is not a cylinder at all, because it's not flat on the top. So the only options I can think on are the ones I showed you.
I think I'd choose my second option (only 6 tris more, but I think it does worth it).
Do you know any other proper options for my case?
http://www.polycount.com/forum/showthread.php?t=56014
The first page has some good examples, but really the whole thread is worth the read.
By the way, if I'm talking out of my ass feel free to call me out on it. I just haven't ever run across instances where this has been a big concern.
fn caphole _obj= ( --polyop.getVertsUsingEdge <Poly poly> <edgelist> max modify mode subobjectLevel = 3 edgesel = polyop.getEdgeSelection _obj if (edgesel as array).count>0 then ( thefaces = #{1..(polyop.getnumfaces _obj)} firstedge = (edgesel as array)[1] --get border from edge to make sure border is complete. borderedges = polyop.getBorderFromEdge _obj firstedge --we only work on 8 sided borders for now, so opt out if not: if (borderedges as array).count == 8 then ( --we will cap the border in order to get the vert indices ___order__ (polyop.capHolesByEdge _obj borderedges) --get the new face's ID thecapface =( (#{1..(polyop.getnumfaces _obj)})-thefaces) as array if thecapface.count == 1 then ( thecapface = thecapface[1] --format "the capface seems to be this index: %\n" thecapface --get the face verts in the appropriate order vert_order = polyop.getFaceVerts _obj thecapface --remove the leftover face polyop.deleteFaces _obj #(thecapface) borderverts = vert_order --######################### --for p = 1 to borderverts.count do (format "%\n" borderverts[p]) --######################### --get average pos of verts avpos = [0,0,0] for vi = 1 to borderverts.count do ( thisv = polyop.getvert _obj (borderverts[vi]) avpos = avpos + thisv ) avpos = avpos*1.0/borderverts.count --make centre vert middlevert = polyop.createVert _obj avpos pfaceids = #() --build vertex id sets to build from for vf = 0 to 3 do ( face_list_tmp =#() --format "doing a face\n" for v = (vf*2+1) to (vf*2+3) do ( theindex = v if theindex > borderverts.count then theindex = (mod theindex borderverts.count) --format "\t%\n" theindex append face_list_tmp (borderverts[theindex]) ) append pfaceids face_list_tmp ) --build faces for face_build = 1 to pfaceids.count do ( --format "building face %\n" face_build thevs = pfaceids[face_build] append thevs middlevert for fvb = 1 to thevs.count do ( --format "\t%\n" thevs[fvb] ) --build one face polyop.createPolygon _obj thevs ) ) ) ) ) caphole (selection[1])Cw thanks for the script, interesting thing, but it's not quite useful for me as I don't need speed here, it doesn't take too long time to cap a hole like this. I just want to know the best way to do it.
There is no best way to do it, it all depends on the budget of your polies, how close the piece is to your character, if it's a main/hero piece or not, will it be mainly faked with the normal map or not, etc.
For now, almost everyone will agree you should just point it off, easiest and most straight solution (pun intended) but if show us the whole piece (like a gun the player will carry for example and the can iron-sight aim with it) than we would tell you to increase the overall polies to give it more curve and quad the end.
But honestly, even then I point you to the pointing (pun intended).
Yeah probably you are making a good point pointing to the point
You've pointed to other important thing that I didn't consider at all, the visibility. Obviusly if it's not very close or frecuently hidden because of the camera angle, those triangles are not gonna make too much harm..
So thanks for the info, and your point