In this video, I quickly go over ways to triangulate (convert quads or n-gons to triangles) your mesh. 3Ds Max 2018 Website: jordanyounie.com/ Artstation: www.artstation... Jordan Younie
TX a lot, the one that helped me was to asign the edit poly, select al vertices and hit connect. All issues gone in the gam engine. You saved me a lot of pain.
This was very useful as Freakin Unreal is SOOO picky importing alembics and treats any 5 or more edge faces as an error..... if im modeling from scratch, i am very careful to not leave any more than 4 edges face, but if im simulating a destruction using voronoi algorithms..... i cannot control the pieces and splinters topology..... this helped me a lot. Thanks.
Turning to triangles doubles polygon count, yet they are less complex polygons as well. I wonder what uses more processing power, an object with 20,000 quads, or an object with 40,000 triangles.
At render time they get converted to triangles and game engines will convert the model to triangles upon importing. The reason you would pre-triangulate a mesh is if some program cant do it itself OR the automatic triangulation does a bad job.
Helpful, thanks! Greetings from Brissy. What was the model, by the way? Looks like part of a spaceship from a game called Freelancer, which is actually what I'm learning modelling for, haha.
Why the damn sake it's sooooooo unhandful to simply triangulate? Even blender has just ONE BUTTON to do it, but only in 3ds max you need to rip your ass to make thing you could do in other 3d program by clicking one button -_-
Hey guys, thanks for watching. If you require more help or have any questions feel free to join my discord: discord.gg/TzxAHG42MT
TX a lot, the one that helped me was to asign the edit poly, select al vertices and hit connect. All issues gone in the gam engine. You saved me a lot of pain.
thank you. Help me a lot!
Turn to poly - stellar! Many thanks!!
Bog thanks, friend, now I'm your subscriber. 😃
it realllly help me, thanks u :D
This was very useful as Freakin Unreal is SOOO picky importing alembics and treats any 5 or more edge faces as an error..... if im modeling from scratch, i am very careful to not leave any more than 4 edges face, but if im simulating a destruction using voronoi algorithms..... i cannot control the pieces and splinters topology..... this helped me a lot. Thanks.
Thank you!
TY BRO
Turning to triangles doubles polygon count, yet they are less complex polygons as well. I wonder what uses more processing power, an object with 20,000 quads, or an object with 40,000 triangles.
At render time they get converted to triangles and game engines will convert the model to triangles upon importing. The reason you would pre-triangulate a mesh is if some program cant do it itself OR the automatic triangulation does a bad job.
Helpful, thanks! Greetings from Brissy. What was the model, by the way? Looks like part of a spaceship from a game called Freelancer, which is actually what I'm learning modelling for, haha.
Hello there, happy to help. This mesh was just something random I made for the video
Connect option not work in version 2021. Maybe is after retopo (Retopology Tools by Autodesk). Maybe i idiot.
Why the damn sake it's sooooooo unhandful to simply triangulate? Even blender has just ONE BUTTON to do it, but only in 3ds max you need to rip your ass to make thing you could do in other 3d program by clicking one button -_-