That would indeed be a triangle A polygon in theory is everything with a minimum of the three vertices Look at it his way: A triangle is always a polygon, a polygon isn't always a triangle.
Love it! You can pm me the downloadlink for the beta of course I'm joking. Hope I can drive this baby someday. In the meantime I wish you much success with this project! alex
Haha, there will be a beta anyway! I'm slowly getting to the end of the modelling process. The next thing will be the mapping part. I'm going to have a hard time! Luckily there are some neat tutorials on Youtube.
Yea there are many many things you have to know as a artist or mod maker to finish such a project. I'm not a artist or moder only a racer with some background knowledge Still incredible for me to see what skilled people are able to do We have here very skilled people some of them you know already. For questions or hints about "how to" this always a good place. I've subscribed to this thread and look forward to follow the progress alex
Alex, you just gave me enough motivation to build the turn signal lever, wheel tilt lever, the ignition key and the finishing touch around the opening of the steering column.
a minimum amout of vertices per polygon is 3 yes, and polygons with 3 vertices is the same as a triangle, but polygons can also be made out of unlimited amount of vertices, so long as its more or equal to 3. So if it is a clean model, you would use mostly quads, 4 vertices per polygon, and only when you need to round things up around various shape components, you would use 3 vertices polygons, therefore every 4 vertex polygon = 2 triangles, but some polygons are 3 vertexes = 1 triangle. Skidmarks wireframe showed some polygons that had more than 4 vertices, i saw maybe even 10 vertices per polygon, which is very bad for ingame model and it will come out badly ingame, but the point is, that now you have 1 polygon, but cca 5 triangles plus unclean model. What you need to do is to connect the vertices within that polygon in manners so you end up with maximum of 4 vertices per polygon, ideally tho 3. What i do is i model in quads, and when i finallize the model, there is a modifier in 3dsmax that automatically converts all polygons into 3 vertex polygons. By doing that you are also making it very difficult to work with that model when somebody will try to rip it off. And also it makes the model better optimized as the ingame engine does not have to re-cailculate its own triangulation, which, as already mentioned, could lead to differend results than triangulation used by 3dsmax. Hopefully its not too confusing
Sorry for the late answer to your post . Looks fantastic Are there any news about the progress available ? Would love to see this car ingame! greets alex
Yeah I totally missed this, too. In 1985 I was 15 years old and you better believe desire for this car was permanently burned into my brain. Best of luck with this!
I got a job in July, so I left the project for a while, but I'm back in business! I'm now refining the model so I can use a turbosmooth modifier in order to bake a badass normal map in the low poly model. I really want it to make it look nice!
Here's my old tutorial for smoothing and quading a triangulated model. might be obsolete now though. http://isiforums.net/f/showthread.p...a-Quadrified-Smoothed-Textured-GMT?highlight=