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Real-Time Modeling Techniques


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#1 digisoap   Members   -  Reputation: 241

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Posted 04 November 1999 - 11:40 AM

I'd like it if everyone could post the different techniques that they use for real-time modeling. I'm sure that everyone on GameDev.net is curious what other people do in terms of how they create low poly models, and any help you could give a fellow artist would be very appreciated. If anyone has any specific questions about low poly modeling, throw them out, and let's get them answered. I'll be chacking back every once in awhile to throw in my 2 cents, and if there's a question that no one has answered, I'll be happy to answer it. Let's keep things rolling in this forum so it doesn't die off!

-Nick http://www.digital-soapbox.com
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#2 PyroFragger   Members   -  Reputation: 122

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Posted 01 November 1999 - 10:04 AM


The closest I've come to real time modeling is loading in a polygonal mesh and converting it to bezier patches. I still haven't quite finished the alorithigm, but I'm close. For low poly modeling, I use a combination of MAX R2.5 and Ray Dream Studio 5.5. If you're asking, why Ray Dream, I'll tell you that it has a MUCH nicer interface than MAX. So I build all of my low poly models in RDS and I animate them in MAX using bones.

#3 digisoap   Members   -  Reputation: 241

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Posted 04 November 1999 - 10:05 AM

That's an interesting way to do things, I don't think I'veheard of anyone using RDS to create low poly meshes. Good to hear another way to do things.

-Nick http://www.digital-soapbox.com



#4 Devin   Members   -  Reputation: 122

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Posted 04 November 1999 - 11:40 AM

Here's a good one I find I use when time is short.

There's a free plugin for Lightwave called QEMloss which is a real nice polygon reducer. I take the hi-res model (for textures and stuff) then QEMloss it down to an exact face count. From there I can just use that, or start slicing, nudging, and merging it's polygons to better fit what I need it to do.

- Devin





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