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Why triangles are more important for game models ?

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CRNT DESIGNERS

CRNT DESIGNERS

Күн бұрын

Two important measurements for any game model are polygon count and vertex count. In this blender tutorial I have explained these 2 important measurements to create game asset. This blender tutorial will help you to improve your 3d modeling skill. I hope you will like this tutorial.
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This blender tutorial is related to following topics
Polygons Count
blender modeling
blender modeling tutorial
Triangles Count for Games
Triangles Count
modeling for game
blender game tutorial
blender subdivision surface
3d modeling blender
3d modeling
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My blender tutorials are mostly base on blender hard surface modeling for film production. Hence I use subdivision modeling method rather than polygon modeling. These 3d modeling tutorials will help you to improve your 3d modeling skill and workflow. I create blender beginners tutorial as well as Intermediate level tutorials. This blender modeling guide will teach you right approach to 3d assets. These blender hard surface modeling hacks can save you time while creating 3d assets. I hope you like these tutorials and you are getting some knowledge from them.
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Пікірлер: 14
@Nebulous6
@Nebulous6 2 ай бұрын
Some render engines use quads (e.g. Nvidia NV1, SEGA Saturn and the SEGA S.C.U.D. Race arcade board). There are also some 3D modeling and rendering apps that support quad-rendering. It actually keeps the polygon count down (especially important back in the day when there wasn't much RAM available).
@abdouproductions
@abdouproductions 7 ай бұрын
This is very useful information I think it will be help me a lot , I thank you so much for your hard worker
@stylie473joker5
@stylie473joker5 7 ай бұрын
Thanks
@AzraelArt
@AzraelArt 6 ай бұрын
some good info, but also very basic. quads are important for deformable geometry for example, and also subd modelling etc.
@beanoptodon
@beanoptodon 6 ай бұрын
If it gets imported to a game engine it always gets converted to tris. Quads are useful for working with it and moving it with deformations that aren't baked into the model yet.
@AzraelArt
@AzraelArt 6 ай бұрын
yes i know, technically they are already tris before. but he stated uses for quads, and deformable geo and subd modelling are left out. @@beanoptodon
@LarryFish3rman
@LarryFish3rman 6 ай бұрын
I always thought triangles were bad topology?
@beanoptodon
@beanoptodon 6 ай бұрын
Only for working with it. Quads with proper edgeloops are far faster to work with, but tris work depending on what you're doing. Also anything that gets thrown into, let's say Unreal 5, always gets automatically triangulated regardless of what it was before.
@LarryFish3rman
@LarryFish3rman 6 ай бұрын
@@beanoptodon Interesting, thanks for the info!
@eobiri
@eobiri 7 ай бұрын
What's your target number for triangle count ? Any suggestions? Thanks
@CRNTDESIGNERS
@CRNTDESIGNERS 7 ай бұрын
2 to 40000/50000 depend on model
@eobiri
@eobiri 7 ай бұрын
@CRNTDESIGNERS will that be the same for character or creatures?
@CRNTDESIGNERS
@CRNTDESIGNERS 7 ай бұрын
It is depend on your project, if character is complex then you can go for 50k count, you should ask to your art director about required triangle count for project. Then create as per requirement. It is depend on project to project as well as model to model
@Nebulous6
@Nebulous6 2 ай бұрын
​@@CRNTDESIGNERS Wow. Things certainly have changed since I worked on the N64. Back then, they asked us to keep it down to around 2000 polys per object. And spinning icons and stuff like that were restricted to around 400 polys (ideally 75 to 300). I recall modeling a miniature N64 console object in less than 100 polys and then sending that from LightWave 3D on the SGI workstation to the Ultra64 test box to make sure it rendered fine on the console.
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