Integrating 3D models with photography
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# 1 02-11-2004 , 11:26 PM
gohan1842's Avatar
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question about tris

how come the polycount shows that there are alot more tris than there really are.


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# 2 03-11-2004 , 12:28 AM
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I've not run into this kind of situation before. you might want to make sure you haven't accidently duplicated anything in your scene.

# 3 03-11-2004 , 12:29 AM
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no. what i mean is like say i start a new scene. i make a poly cube. on the poly count it says 12 tris.


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# 4 03-11-2004 , 12:39 AM
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That is because a cube is made up of 12 triangles. 6 quads, each quad is 2 triangles, hence 12 triangles. To prove it, triangulate the cube (Polygon > Triangulate) and you'll see all the triangles.


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# 5 03-11-2004 , 12:40 AM
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Right, a Tri is a 3-sided polygon. So, it has 6 (four-sided) faces, but 12 Tris. user added image

# 6 03-11-2004 , 01:21 AM
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so u dont have to see them in your model as a 3 sided face. i see now. i was wondering this because i keep hearing how good it is to maintane quads. but when i looked at my polycount i freaked out lol. well thx for splaining it to me.


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# 7 03-11-2004 , 01:30 AM
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It's important to maintain quads in high-res modeling. It's actually the opposite in game art. although you dont have to triangulate the model (as the game will do it for you usually), it's the tris you need to pay attention to.

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