Path: chuka.playstation.co.uk!news From: "Daniel Abels" Newsgroups: scee.yaroze.programming.3d_graphics Subject: Efficient Object Modelling Date: Sat, 13 Feb 1999 19:42:43 +1100 Organization: PlayStation Net Yaroze (SCEE) Lines: 43 Message-ID: <7a3ea7$7op10@chuka.playstation.co.uk> NNTP-Posting-Host: guard.invetech.com.au X-Newsreader: Microsoft Outlook Express 4.72.3155.0 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3155.0 Hi everyone! What are you guys using to make your 3d models? I know some people are using 3d Studio Max, however, isn't it a bit inefficient for this sort of work? It is a 3d rendering program after-all and clipping unwanted triangles probably isn't one of it's strongest features. I have been fiddling about with a editor called Ac3d: http://www.comp.lancs.ac.uk/computing/users/andy/ac3d.html It seems to handle this thing a little bit better, but it's still not great Try extruding a circle and exporting the file as triangle coords... It seems to produce about 3-4 times the information required. Not good for our line of work eh!? I'm seriously thinking about going back to the ol' grid-paper, which may leave me in a comatosed state after modelling, but the results may be worth it (hmmm... my sanity vs. a quick playstation program...) Perhaps I'm being a bit too pessimistic, but budgeting for about 1500 triangles (texture-mapped and light-sourced) per frame, with 50 frames per second (PAL) for a grand total of 75,000 triangles per second, may even be too much for our Playstations to handle? Can anyone deny or confirm this (I know what the advertising says, but lets be realistic!) I'm aiming for a low resolution too (256x240) which should (?) help things... Why so many triangles? Lets just say I'm writing something that will have up to 19 moving objects on screen PLUS scenery... Daniel.