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03/09/11(Wed)17:13 No.195790 File1299708818.png-(92 KB, 795x526, wasted_verts.png)
>>195760 Alright, first let me start of by apologizing, I didn't read that last post of yours. I just got a little pissy. Apparently Blender's obj exporter is a little bitch, and the Blender manual told me why. (So many settings I forgot to change.)
I
really just focused on modeling it, I figured as soon as I hit the
"recalculate normals" button, all of those problems would be fixed.
Apparently they weren't. I'll fix those after I take another look at my
mesh.
Also, there appears to be a few cases of strange topology
that haven't shown up in my renders, perhaps it's exporting a bit more
than I intended it too. Specifically, on the buildings underneath the
model, it looks like there's some sort... internal model, perhaps it was
one of my references.
So, since you're having so many problems
with 40, I'll rework some of the topology as you said, and I'll try to
optimize it further. (Specifically where I have a mass of vertices, like
on the railings.) I'll also make sure every normal is correct before
exporting it, and I'll work with an edge-split modifier to get all of
the proper smoothing groups as you said as well. And while I'm at it,
I'll take a look at 04 again as well, make sure I didn't do the same
thing there as well.
One final note, what do mean by "flip hidden
edges"? Let's assume I taught myself how to model in 3D, my methods are
convoluted, and I don't know squat about the terminology. Also... other
than my massive waste of verts and faces here and there, what else did
you consider "poor topology"? I'm trying to learn from my mistakes here. |