Heres a example picture of the problem I'm facing right now. What I want to do, is create a polygon where the middle "line/edge" is, inside the hole in the tube. I've had this problem before but could never figure out a solution.
I'm trying to make a simple japanese style screen door, with a wooden frame thats attached to a sheet of screen. I want the screen to be a flat, 2D polygon, so I can keep the polycount to a minimum. The only other way I can think of doing this (by creating a door shaped box, then insetting rectangular cavities into each side), would double the amount of poly's needed for the screen.
The reason I want to minimize the polycount is because I intend to use this as a game asset in UDK.
Hope someone can shed some light on this. Thanks!
Replies
here's a article on the UDN about this kind of thing:
http://udn.epicgames.com/Three/LightMapUnwrapping.html
@Cryrid: Hey can you explain a bit more about the second method you mentioned? How would I do that? Sorry, I've got some BIG grey areas when it comes to modelling! I just know "a bit of this, and a bit of that" because I've taken what I do know from various tutorials or experiments. I dont really have extensive knowledge on one particular area, but a mish mash of different stuff.
@Sprunghunt: Thanks, so if I understand this correctly, it would be better to just do this the way I WAS going to do it (just creating the base shape, then insetting a series of smaller rectangle cavities into it, which would leave me with the frame)?
Thanks!
bingo
I'm still a "noob" when it comes to modelling things, and I dont get as much time as I need to PROPERLY sit down and learn the techniques and most efficient methods; so I'm often just sat there in a haze of confusion and frustration, knowing what I WANT to do, but not HOW to do it, but I'm slowly getting there. Its only a free time hobby, but I'm not giving up. The prospect of one day being able to create anything I can imagine is just too much to ignore!