Forum Moderators: wheatpenny, TheBryster
Vue F.A.Q (Last Updated: 2024 Nov 26 6:57 am)
Good materials will hide poor polygon modeling when the camera is not all that close to see the polygons.
www.youtube.com/user/ShawnDriscollCG
how are you reducing the polygons without decimating?
love esther
I aim to update it about once a month. Oh, and it's free!
estherau - he probably meant, he generated a procedural terrain, raised the terrain resolution in the terrain editor, then selected the terrain in the world browser list, right-click on it to get menu and chose 'bake to polygons' order.
Then a window opens with a slider and polygon count info - there you can control higher or lower amounts of vertices and polygons ...
This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
I am unsure if I am doing this right and I am sure there are many ways to do it.
I have a scene made up of 38 standard terrains of varying sizes and tons of models too.
My scene is something ridiculous like 300,000,000,000 polygons..... may have too many o's! but you get the idea.
I decided to put procedral mapping on a terrain, increased the resolution and then baked to it to a smaller polycount ....about 30,000 polys rather than 1,000,000. The results looked great much better than it looked as a standard terrain but with far less polys.
I found the option for decimating polys but the quality seems to get lowered doing it that way. The way I am doing it seems as if I am getting better quality terrain by reducing the polgon count. rendering is quicker and looks better.
Is there any disadvantages doing it this way ?
I am surprised at the results and I am sure there must be a catch ;-)