Game Development Community

Weird Collada Issues [Pics]

by Jace · in Torque 3D Professional · 09/24/2009 (4:01 am) · 11 replies

So I am modelling in SoftImage and I wanted to test scaling and whatnot and I got some werid issues when dumping my collada exports into the engine.



As you can see from the above image persay I used the correct markup and you can see the image. The edges on the object are very sharp as opposed to the edges in the modelling software.

The object is 93,000 triangles and should look VERY smooth. However when I step the smoothing in SOftImage using the + key I get the smooth edges, what it looks like to me is the engine is using the mesh that is not smoothed... Here is a shot from the software package of the unsmoothed object, for argument sake:


We all know 93k triangles for props is insane and that really wasn't the point of this exercise, it was just to see what levels of smoothing the engine accepts and by the test done ( I tested all 4 levels of smoothing) it just uses the base mesh.

This is a problem because it is so ugly.

Also isnt all collada supposed to have collsions? This object is not collidable at all in the engine.

Edit:
Change the markup for the images.

#1
09/24/2009 (4:04 am)
I am a stickler for clean geometry so all the pollies are 4 sided as you can see. That shouldnt be an issue, I hope.
#2
09/24/2009 (4:35 am)
Deleted pics are working.
#3
09/24/2009 (4:42 am)
your new to xsi i assume?

first of all that's sub d, it's not permament, you need to refine the subdivisions (and i wouldn't recommend that) or the far more sensible option of use ultimapper to generate the normalmaps on a lower res object.

i can't tell too much from your image but even your lowest res is substantially too high in tri count for what your trying to make.go smaller res and use bevelled edges to soften the lighting transition across the edges of harder surfaces.

https://dl.getdropbox.com/u/937971/examplerings.jpg
#4
09/24/2009 (4:44 am)
So it is not actually saving these subdivisions... Nothing is every easy. Thanks for the quick reply.

Not really new to XSI just new to using XSI for Toqrue. I will try to bevel these out and see what happens!
#5
09/24/2009 (4:51 am)
i've updated that image to show my wires as well

if you are new to xsi or even just to low polycount xsi

[ = knife polymesh
] = loop cut polymesh
\ = hand cut polymesh with edge/vertex snapping

m = tweak geometry tool (good for about 75% increase in modelling speed once you learn it)
n = polygon drawing tool

these five are seriously helpful, also middle clicking a button in the interface automatically redoes the last function from that button. so you only have to use the dropdown box once if your using the same function all over the place.
#6
09/24/2009 (4:54 am)
Alright ray selected all the bottom geometry and bevelled it out, still looks a bit blocky. Any tips on how to get those sub d's to save? Also appreciate the shortcuts. Esp. the 'm' Key!
#7
09/24/2009 (4:58 am)
Sorry to sound so needy however half my geometry is smoothed using the "+" key sub divisions. Hoping not to haft to rework it all. (kicks self)
#8
09/24/2009 (5:07 am)
i'm not sure you can load such a huge polycount. however (i don't use sub d so i need to have a look)

ok on your left set of windows, the create menu, polymesh dropdown, click on subdivide.

a new pop-up window will give you options for how many levels you want to divide. i seriously doubt you'll get much past 3-4 into the engine but your welcome to try. click on the delete button in the top left of that window when your happy with the results.

always remember to click on freeze modelling on the right controls panel, and if you've scaled anything click on the transforms menu title and select the freeze all transforms option. this stops anything suddenly changing when exported.
#9
09/24/2009 (5:09 am)
oh and xsi's grid is 1/8th of torque's grid. so you can either fix the scale in torque via object properties or just scale everything by 8 before export.
#10
09/24/2009 (5:14 am)
So splitting the geometry and then using sub divide is out of the scope of T3D... Will haft to look into a way to model realistic shapes in a different way.
#11
09/24/2009 (5:27 am)
zbrush
normalmaps

no engine is going to load a 100,000 triangle step and like it. the gpu will come to a screaming halt with a full scene.

if you want huge polycounts on screen you'll need displacement shaders and hardware tesellation from dx11. in which case you'll probably need apps like z brush to make your models in as you'll need high res models to build the heightmaps from.