MetaBalls Capability
14-Mar-95 08:43:10
Sb: MetaBalls Capability
Fm: Kyle J. McKisic 75542,363
To: David R. Swoboda 74354,331
David,
<< Say what can you tell me about possible problems of reaching the dreaded 64K
poly limit on a 3DS object. My guess is that the poly counts must be Very High
with this type of model.>>
yeah, the poly count DOES get high, but it all depends on what you're
modelling. Don't let a high poly count scare you though, for ease of modelling
and "getting what I want" out of metaballs-bones animation, I don't think
theres anything better for 3DS. For example, my Face Hugger is at 55K for the
body, and 5K for each finger, but it's gone down to about 20-30K now that I've
started animating it. If you run into the face limit, I'd suggest building
pieces of your characters one at a time, then smooth, optimize, and smooth
again. Then boolean everything together and smooth out the joints. The reason I
smooth again after I optimize, is because you often times get patches of really
big polygons that stretch across the flat areas of your model, smoothing again
just evens out the face sizes a little more, and prevents rigidness once you
start using bones.
But here's the good news – the 64K polygon limit is climbing into it's coffin –
it'll be gone in R5.
-Kyle