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open meshes and Gouraud shading
#164640
10/31/07 13:49
10/31/07 13:49
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Joined: Sep 2007
Posts: 20
dengesiz
OP
Newbie
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OP
Newbie
Joined: Sep 2007
Posts: 20
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Hi, we just started using gamestudio for a project; in which we are modeling a small town. We are using 3ds max for the modeling, not the med. Each house in the town will consist of approximately 600 - 800 triangles and there will be around 100 houses in the town. Other than that we are planning to model trees, rocks, animals, villagers walking around. We are considering to use texturemaps of size 512x512 (1024 would be even better..) and other than that bump, normal, reflection maps if we can.
I have a question regarding the models that we are using. After modelling them (cubical houses with sharp corners) in 3ds max when I import them into med, if I am to close the mesh using the merge button, the model looks distorted and faceted (due to Gouraud shading?), when it is open there is no problem. I have read in the forums that open models cause performance issues so I was wondering if there is any way to get around that faceted look of the models after closing the mesh? or is it perfectly normal for my case to use open models in the game. Considering the polygon count of our final scene ( an openair area with 100 houses with each of the min of 600 trinagles) would you say that we are about to face some real performance issues?
Thank you very much!
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Re: open meshes and Gouraud shading
[Re: ventilator]
#164644
11/01/07 10:57
11/01/07 10:57
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Joined: Sep 2007
Posts: 20
dengesiz
OP
Newbie
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OP
Newbie
Joined: Sep 2007
Posts: 20
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Quote:
open meshes just have more vertices but this shouldn't really matter performance-wise. stencil shadows could be a problem.
thank you for your answer
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Re: open meshes and Gouraud shading
[Re: benni]
#164648
11/05/07 09:38
11/05/07 09:38
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Joined: Sep 2007
Posts: 20
dengesiz
OP
Newbie
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OP
Newbie
Joined: Sep 2007
Posts: 20
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after exporting my model from 3dsmax as 3ds, the vertices become unwelded, whatever i do. As i import this model to Gamestudio, the model looks just fine but the mesh tester in med informs me that it is opened. So to close this mesh, (to weld the vertices) i choose all of them and press the merge button. But as i do this the shading of the geometry gets distorted and the shading doesnt look correct no more. It looks as if the vertex normals are not right anymore, there seems to be a problem with the smooothing groups of the models. You may try to illustrate this situation by making a model in 3ds max, and appliying all the faces the same smoothing. I have tried to export in other formats from max. (fbx, x, etc..) but the same problems persists. with some formats, when i import into 3ds max, i see that the mesh is not open, the vertices are welded but then again the shading of the model always seem wrong. Do I have to settle with this kind of shading if i am to close the mesh, or is there any solution to this problem? I am sending you some screenshots of the model before after pressing the merge button. (before closing (pressing the merge) the model seems correct but open, after merging closed but seems wrong) free image hosting free image hosting
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