Efficient modeling for TGEA
by Roy · in Artist Corner · 12/17/2008 (7:20 pm) · 2 replies
Hello everybody I'm new to the TGEA platform and I was wondering is it better to build character models in pieces then it is to build them whole for efficient animation in game? And also I read that TGEA hates quads and was wondering how to convert my quads in Max 2008 to triangles for TGEA to be happy :)
Any help with this will be most appreciated.
Any help with this will be most appreciated.
#2
From what you are saying the exported will switch them automatically right? And to be sure of this using Max I will just need to apply an edit mesh modifier and it should be good right? And as far as swapping out parts if I wanted to be able to have the character switch gear items such as weapons and maybe even flak vest and such these items would need to be set up like disappearing objects right where one hides so the other can be seen? Is this how that should work or no? Meaning they would all have there own separate nodes then?
12/18/2008 (9:45 pm)
Hey thanks a lot Logan that really does help! It was a tut online where a guy said that the tgea engine hated quads and then he pushed some trianglate button on the program he was using (Maya) I believe and it magically changed them from quads to tris and I couldn't find a button like that in Max so I thought I was screwed! From what you are saying the exported will switch them automatically right? And to be sure of this using Max I will just need to apply an edit mesh modifier and it should be good right? And as far as swapping out parts if I wanted to be able to have the character switch gear items such as weapons and maybe even flak vest and such these items would need to be set up like disappearing objects right where one hides so the other can be seen? Is this how that should work or no? Meaning they would all have there own separate nodes then?
Associate Logan Foster
perPixel Studios
With regards to TGEA and Quads, the DTS exporter converts everything to triangular polygons so I don't know where you heard that bit of mis-information. The DTS exporter sometimes doesn't like you using an ePoly class object from 3DS Max, and in those cases putting an Editable Mesh modifier on the model is the quickest and easiest solution to use.
I hope that helps.
Logan