If the triangles are flipped differently when the model is exported than they were when the normal map was baked, this can cause the final normal-mapped lighting to zig-zag across the model. If not, specific polygons can then be triangulated manually. ![]() Artists need to carefully examine a new model in the game engine to see if the triangle edges are turned the way they wish. However different tools will create different triangle layouts within those polygons.Ī quad can end up either as a “ridge” or as a “valley” depending on how it’s triangulated. When a model is exported to a game engine, the polygons are all converted into triangles automatically. If you’re using a polygon counting tool in your modeling app, it’s best to switch it to count triangles so you’re using the same counting method everyone else is using. Polygons are always converted into triangles when loaded in a game engine. The polygon count that’s reported in a modeling app is always misleading, because the triangle count is higher. Games use triangles not polygons because most modern graphic hardware is built to accelerate the rendering of triangles. When a game triangle jump game talks about the poly count of a model, they really mean the triangle count. ![]() The two common measurements of a game model’s “cost” are polygon count and vertex count.
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