This course contains a little bit of everything with modeling, UVing, texturing and dynamics in Maya, as well as compositing multilayered EXR's in Photoshop.
How come all the surfaces are further subdivided into little triangles? Like the knee pad, it looks like it could just be made out of quadrilaterals, but all the quads got diagonals splitting them into two triangles anyways.
I was thinking maybe it has something to do with the whole "three points define a plane" thing but I'm not sure.
the game engines will triangulate it, however, it may not necessarily triangulate it cleanly, so often I'd triangulate things myself to make sure the engine will display the object cleanly as I designate.
You may not post new threads |
You may not post replies |
You may not post attachments |
You may not edit your posts |
BB code is On |
Smilies are On |
[IMG] code is On |
HTML code is Off