View Full Version : Triangulation breaking large flat surfaces
04-22-2010, 01:26 PM
Hi UDK pros, I'm having a problem I cannot solve.
I modeled this glass door in Maya, using quads, and then auto-triangulated when brought into UDK.
The problem is that it puts 2 tris right on the main face of the glass door, which looks terrible when I apply my glass material to it:
Does anyone have an idea of how to properly model a large square flat surface without this happening?
04-22-2010, 02:13 PM
Do you have auto triangulate with obey hard edges checked in the axmesh options?
04-22-2010, 02:21 PM
I'm not using AXMESH, I'm using Collada exporter with Maya on a Mac. I will check for that option though...
No, it doesn't have that option. But it doesn't seem like that would matter, it would still need to split the face into 2 to obey the "triangulate" rule...
Any other ideas?
04-22-2010, 02:26 PM
Not familiar with Mac and should state that in your original question. Because it appears that the two triangles are broken up... at least in UV, what I would suggest is triangulate it in Maya, make sure UV's and soften edges are all set, and then export.
04-22-2010, 04:09 PM
Unfortunately, that didn't work either, but I think I might have found a very sloppy work-around. BSP can be quad-modeled, therefore has clean solid flat faces. BSP can also be "converted" into Static Meshes once modeled, so I might have to just export the door without the glass from Maya, and then use BSP for the glass in the middle of it.
Messy, but I juuuuuuuuust tried it and it works!
04-22-2010, 11:47 PM
Damn, use the SHOT tags...
But just have those sides come together on the inside...
04-25-2010, 03:51 PM
Just looks like one face the normal is flipped, triangulate in maya before you export it then go into hi-quality rendering and turn on occlusion culling (single sided) this will show you by rotating your model which way the normals are facing.
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