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  1. #1
    MSgt. Shooter Person
    Join Date
    Aug 2008
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    42

    Default Static Mesh re-triangulation.

    When importing a static mesh, how does the re-triangulation process work exactly? I understand that most models are created from quads and the UDK would then break these faces into tris to be rendered in game, but how does the way in which the model is made impact this?

    Is it always better to model in strictly 4 sided faces (quads), and rely on the import process to do the rest? Or can some models contain tris, 5gons, etc and still import/render correctly?

    Thanks

  2. #2
    Banned
    Join Date
    Nov 2009
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    52

    Default

    Quote Originally Posted by Secret_Squirrel View Post
    When importing a static mesh, how does the re-triangulation process work exactly? I understand that most models are created from quads and the UDK would then break these faces into tris to be rendered in game, but how does the way in which the model is made impact this?

    Is it always better to model in strictly 4 sided faces (quads), and rely on the import process to do the rest? Or can some models contain tris, 5gons, etc and still import/render correctly?

    Thanks
    The best thing is to test it out.

    Import 3 meshes where one has many tris,the other 5gons etc

  3. #3
    MSgt. Shooter Person
    Join Date
    Aug 2008
    Posts
    42

    Default

    Yeah I was going to do that as a last resort, but I know there are a few people around here that could answer my question.

  4. #4

    Default

    If you're using 3ds max, you can under edit poly press "Edit Triangulation" in the main panel, this will show how max is cutting up your mesh in tri's, and you can expect the engine to do rougly the same. My personal opinion is to fix all non triangle/square faces(and fix thoose square faces that could cause a shape error if not triangulated correclty) and then import it into the engine. I have yet to experience a problem with triangulation inside the engine.

  5. #5
    Marrow Fiend
    Join Date
    Jul 2006
    Location
    UT40k
    Posts
    4,185

    Default

    sorry but seems a bit of a silly question.
    Game Engines use triangles not quads,
    meshes done with quads make it easier to do hi-res versions in apps like zbrush/mudbox
    low-res models don't need quads

    if your unsure, in max convert your model to an editablemesh, this will make it tri's only
    UT40K:The Chosen - Warhammer 40,000 for UDK
    ut40kgeodav - UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
    UDK Tutorials - Basics - Vehicles - Characters - Weapons

  6. #6
    Iron Guard
    Join Date
    Dec 2007
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    Wales, Uk
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    667
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    Gamertag: KioryFreeman3

    Default

    I've never come across any issues with the engine converting from quads/polygons to tri's.

  7. #7
    MSgt. Shooter Person
    Join Date
    Aug 2008
    Posts
    42

    Default

    Its good to know that this isnt much of an issue then, thanks.

  8. #8

    Default

    The was some spec and shading bug that would happen on round surface every time people wouldn't care about triangulating the mesh manually.
    Most people wouldn't notice it tho. It wasnt really a bug neither but if you would rotate your triangle to match a diamond formation the spec and shadow would hook better on polygon edges.

    But it seems to have been fixed in the udk. I tried to replicate it but I couldn't.


 

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