Detail Polys Different in Showtool than in Max
by Mr. Bree · in Artist Corner · 09/09/2005 (2:48 am) · 5 replies
I'm working on some character meshes and the polygon (tris) count in max is 3280. However, when I bring the model into showtool, the Detail Polygon shows it as 3910.
There is no material on the sphere so this isn't the 2 sided material problem creating more geometry.
I thought maybe it was a problem with the mesh - so I tried it with a geosphere. I got the same thing happening.
Sphere is 3380 tris in max, and in showtool, Deail Polygons: 3530.
When I look at the dump file for both the character and the sphere - it seems like the correct number of faces are being calculated and exported, it's just in showtool that things are breaking down.
I've uploaded a zip file with the sphere.max, the sphere.dts, and the dump for the export.
http://www.witnessdigital.com/sphere_test.zip
Any advice on this would be greatly appreciated - thanks.
- Bree
There is no material on the sphere so this isn't the 2 sided material problem creating more geometry.
I thought maybe it was a problem with the mesh - so I tried it with a geosphere. I got the same thing happening.
Sphere is 3380 tris in max, and in showtool, Deail Polygons: 3530.
When I look at the dump file for both the character and the sphere - it seems like the correct number of faces are being calculated and exported, it's just in showtool that things are breaking down.
I've uploaded a zip file with the sphere.max, the sphere.dts, and the dump for the export.
http://www.witnessdigital.com/sphere_test.zip
Any advice on this would be greatly appreciated - thanks.
- Bree
#2
What's happening is that the stripping routine in the exporters create extra, invisible, polygons to tie together the various strips into one long strip. Rendering should actually be more efficient this way.
I've posted about it before at the bottom of www.garagegames.com/mg/forums/result.thread.php?qt=30694.
09/09/2005 (9:27 am)
This is a known "problem", or well... actually it isn't a problem at all.What's happening is that the stripping routine in the exporters create extra, invisible, polygons to tie together the various strips into one long strip. Rendering should actually be more efficient this way.
I've posted about it before at the bottom of www.garagegames.com/mg/forums/result.thread.php?qt=30694.
#4
09/09/2005 (11:21 am)
Degenerate triangles.
#5
And in the dump file they're refered to as "reversals".
09/09/2005 (11:23 am)
Quote:Degenerate triangles.Right.
And in the dump file they're refered to as "reversals".
Blake Lowry