n-gons....?

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n-gons....? // New Users

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Post by maxd // May 18, 2007, 11:05pm

maxd
Total Posts: 28
hi...


ive noticed with some of the modelling tools you can slice away at polygons creating polys with more than 3 and 4 sides...


TS seems to cope with these but was wondering what others feel if they use other packages to export the model to as most others dont like n-gons too much..


i know you can add splines to make them 3/4 sided but with TS modelling tools seming so easy to use, i can see it getting out of hand on large models..


just a thought..

Post by Tiles // May 18, 2007, 11:11pm

Tiles
Total Posts: 1037
pic
N-Gons is a must have. That easy :)

Post by Jack Edwards // May 19, 2007, 6:00am

Jack Edwards
Total Posts: 4062
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N-Gons don't always export well, so best to quadify or in many cases triangulate your mesh before exporting.


Caligari has mentioned else where on the forum that import/export for workspace

will a focus of upcoming releases. I think Collada was mentioned a few times. ;)


-Jack.

Post by TomG // May 22, 2007, 4:52am

TomG
Total Posts: 3397
It will always be best to handle n-gons yourself - if you know what you are exporting to, take a look at its specs and make sure you build the model accordingly.


Where you can use them, then use them. Where the destination application won't like them, well you can leave exporters or use triangulation to remove them, but generally this will never be as good as planning the model to not use n-gons and manually triangulating.


Using them is of course a great benefit where you have no plan of exporting :)


So there are automatic fixes like triangulation, but a bit of careful planning for your chosen export format remains the best approach, and than modeling according to the program you will be going to and how it handles models, rather than modeling for tS and how it handles models :)


HTH!

Tom

Post by tomasb // May 22, 2007, 5:00am

tomasb
Total Posts: 261
N-Gons don't always export well, so best to quadify or in many cases triangulate your mesh before exporting.


Caligari has mentioned else where on the forum that import/export for workspace

will a focus of upcoming releases. I think Collada was mentioned a few times. ;)


-Jack.


wS is using triangles+edges representation so no retriangulation will be needed; polygons will be exported only into formats that support either edge flags or polygons with holes...


Collada supports polygons but does not support holes. it does not support edge flags too :(.

Post by nowherebrain // May 23, 2007, 2:20pm

nowherebrain
Total Posts: 1062
pic
A sort of off fix(if you are having trouble modeling) is to add an SDS/SS level and extract the final mesh. It will be higher density, but it will be all quads.

Post by maxd // May 23, 2007, 10:33pm

maxd
Total Posts: 28
A sort of off fix(if you are having trouble modeling) is to add an SDS/SS level and extract the final mesh. It will be higher density, but it will be all quads.



thats a cool fix nowherebrain,


im cool with moelling, but i was surpeised that TS can handle ngons easily, after modelling in silo, max and LW and a bit in xsi, non quads and tris are a pain...
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