CompuServe Thread

MetaBalls Capability

3 messages in this thread
#158843From: Kyle J. McKisicMar 14, 1995 8:43 AM
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
#159044From: David R. SwobodaMar 15, 1995 2:20 AM
Thanks, Kyle. This is just the stuff I wanted to hear. >> But here's the good news – the 64K polygon limit is climbing into it's coffin – it'll be gone in R5. << Looking forward to that and MUCH more…. David. -David Swoboda
#159065From: Kyle J. McKisicMar 15, 1995 7:58 AM
<< Looking forward to that and MUCH more….>> me too 🙂