Keep 3DLuVr online!
3DLuVr Logo
 From the Real World
 Digital Painting Series
 Featuring of...
 On the Bookshelf
 3ds max
 Softimage XSI
 Rhinoceros 3D
 Video Tutorials
FunZone menu
 I always wanted to be
 Talk to an employer
 Why Ask "Why"
TechZone menu
 Hardware Reviews
 Software Reviews
 Q&A, Tips & Tricks
UserZone menu
 The Artist Sites
 15 Min of Fame
 Request an Account
 Current Assignment
 Sponsors & Prizes
 Make a Submission
 Voting Booth
 Competition Rules
About menu
 Mission Statement
 Poll Archive
 How to IRC
Log in to be able to post comments to the news items, forum posts, and other facilities.
Not registered? Register!     Lost Password?
 Your New Year`s Resolution is...
Gain employment
Stop smoking/drinking/etc
Get back in shape
Find the meaning of life
Conquer the World
Absolutely nothing

    Poll Results
Want to leave us a comment about the site or in general? Click here to access the form.
ArtZone Heading
Methods to hide mesh seams in realtime engines
Added on: Sat Jul 03 2004
Page: 1 2 3 4 5 6 7 

This little trick comes at the cost of a certain amount of time spent cutting things up etc. In cases like this though, it is more of an optimisation for the engine to not have to render one large mesh than it is to calculate only what it sees in front of it. Imagine looking at a large landscape made up of 10,000 polys, and now imagine looking at only a small corner of it, the engine has to draw the entire thing in memory if it's one large piece - chop it up, and it will only draw whatever small meshes happen to be in it's field of view. A much better solution.

As mentioned before though, Normal Thief 1.0 is porobably the best way to go, as you can just leave it running overnight to do all the reassigning of vertices (it IS slow), but once done, you get a great result. When exporting to engines, you will probably need to collapse your stack (for example, if exporting to .X format), to do this, you will need to make sure you get the Service Pack 1 for Max 6 from Discreet as 6.0 shipped with a bug in which this wasn't fixed.

As far as I know, these are pretty much the only options at the moment, so if anyone out there can get Max to Unify the vertices properly as stated in their help file, please let me know.

Hope this helps someone a little.


© 1997-2021 3DLuVrTM (Three Dee Lover)
Best viewed in 1024x768 or higher,
using any modern CSS compliant browser.