Heyhey,
In this thread I will try to explain what triangulation is very simple.
Triangulation is when the modeling software makes triangles of every polygon. About any game engine operate with tri-polys, which just is a three-edged polygon, which we just call triangle, or just a tri. So it all does make sense, but still it's annoying.
So for games you should ALWAYS, yes ALWAYS!!!, count triangles.
If you count poly's you'll get a big lag problem.
Unwrapping with triangulating is a pain in the ass, so be sure you don't triangulate your model before sending it to the unwrappers.
To show you how annoying triangulation is I made this pic:
Notice how the non-triangulated model is more organized and have a cleaner mesh while the triangulated model is just confusing in a way.
Unfortunately BF2 operates on triangulating, so we will have to live with it.
Regards, Icy
In this thread I will try to explain what triangulation is very simple.
Triangulation is when the modeling software makes triangles of every polygon. About any game engine operate with tri-polys, which just is a three-edged polygon, which we just call triangle, or just a tri. So it all does make sense, but still it's annoying.
So for games you should ALWAYS, yes ALWAYS!!!, count triangles.
If you count poly's you'll get a big lag problem.
Unwrapping with triangulating is a pain in the ass, so be sure you don't triangulate your model before sending it to the unwrappers.
To show you how annoying triangulation is I made this pic:
Notice how the non-triangulated model is more organized and have a cleaner mesh while the triangulated model is just confusing in a way.
Unfortunately BF2 operates on triangulating, so we will have to live with it.
Regards, Icy
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