A few questions about low polygon modelling and Texturing

Hi everyone, I've been becoming more interested in modelling recently, and I've been experimenting so that I can learn how to do some basic stuff. Eventually I want to start creating low poly models, so that I can build my skill in this area.

The programs I've used thus far are 3dsmax, mudbox, and photoshop.

1. Can someone please explain in detail the concept of UV mapping, because I'm not entirely sure how it ties into texturing the model. I thought that you'd just be able to automatically paint every polygon that is visable, but clearly that is not the case.

2. When modelling, is it acceptable to have more than one object in the actual model? I mean, say for example you're creating a human head, would you just make a single mesh shell, or would you create the head, the eyes, the tongue, and etc seperately for the single model?

3. When painting with mudbox, I tried to paint a model of an ice cream cone I made by following a tutorial. Why is it that if you have more than one object per model (the cone and the ice cream are separate), the texture paints onto both separate objects instead of painting on each individually?

4. I'd also like to know why it is that when modelling an object, why does it go from quads to triangles when put into a game engine, and why do triangles seem cause some edges buckle or overlap when rendered in triangles?

5. In 3dsmax, how do you lower the polygon count of a selection of edges, or de-tesselate it? I ran into a problem where I accidentally created too many polygons in a small space, and they overlapped when put into a game engine.

6. Is there any good tutorials for absolute beginners on everything to do with texturing or modelling in 3ds max or mudbox for people like me?

Any help is greatly appreciated! Thanks!


  • thegreyman1
    Offline / Send Message
    thegreyman1 polycounter lvl 6
    Hey, i might be able to help with some of those question but not all:

    2. You can have more then one separate piece of mesh, if you know what I mean. The teeth don't have to be physically linked to the head for instance but of course its a good idea to have them as a element of the mesh for easy selection. Also, if you are going to UV map an object it must be part of the mesh you are going to UV while you are UV unwrapping it. Once it is UV'd you can then select it as an element and detach it to make it a separate object. It will still use the same UVs and texture map then as, say, the rest of the body. Useful, for instance, if you are creating a gun and wish to keep the trigger a separate object from the rest of the gun in order to animate it but still want the whole gun to use the same UV's and texture map.

    4. Sounds like an exporting issue maybe. I remember when I first started using zBrush, every model I exported from 3Ds Max back into zBrush ended up looking really weird and pointy with crappy topology despite looking fine when I exported it out of zBrush in the first place just after sculpting it. Turns out my export settings in Max were awry... Some box in the export dialogue that exports triangles instead of quads was checked for some reason

    5. If edges/polys/vertices are overlapping its a good idea to select the effected area, perhaps with soft selection on and click relax to even it out. From ther you can select edges and hit remove. REMEMBER though to hold CTRL when you click remove or it won't remove the vertices either which will result in an even bigger problem! Another tip is to use Loop and Ring (if you're object is an editable poly) to extend your edge selection more easily. Best tip however is to think more clearly about your topology while your creating it then it won't get out of control....

    6. Probably not, or more people would be 3D modellers. There are lots and lots of them that cover specifics including basics but not really any I know of that cover it all. Experience is the best lesson really. Go into the colab section and find some simple work there then concentrate on that item and its problems. Then rinse and repeat! With ever increasingly difficult work of course...

    Hope this helps :) keep up the enthusiasm
  • spectre1130
    I'm still pretty new myself and have scoured for endless hours finding, buying, and watching tuts on every 3d subject possible. Here is a few links to some helpful places:
    1.http://www.christateonline.com/ this guy and his brother have some of the best modeling tuts I've ever watched.
Sign In or Register to comment.