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Author Topic:   Question for B. Russel
JT
Pilot
posted 01-07- 01:12 PM     Click Here to See the Profile for JT   Click Here to Email JT     Edit/Delete Message   Reply w/Quote
Hi, again.... yes, more questions....

As we all know, Max only deals in triangles. OBJ export, however, allows objects in Max to be converted to quads or n-gons... or at least, I think it does. Now, if I'm doing my UV mapping in Max, which only deals with triangles, doesn't that present a problem when I export as quads or n-gons using the Max2Obj export?
If you don't know the answer to this, no prob...perhaps we will know the answer when we see if TS has made some headway on his texture mapping.
Thanks, in advance.

[This message has been edited by JT (edited 01-07-2000).]

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Bryan Russell
Pilot
posted 01-07- 08:34 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
MAX2OBJ will deal in quads and Polys. The trick is to have the polys (that you constructed by making edges invisible) perfectly planer, maybe not but I don't know the threshold. Its easy to do, somewhere in the face subobject of the edit mesh there is a make planer button. The only problem is that is moves almost all of the verts in the resulting polygon so it can mess up your lines if you are not carefull

Texture co-ordinates will still work because texture co-ordinates are assigned to each face vertex, and when MAX2OBJ makes a poly it is using the same verts, just assigning them the a polygon rather than two or more triangles. I have successfully made and exported one polygon, the reason its only one is that a) I'll be optimising the mesh later and b) the problem described above makes it harder to make things planer.

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JT
Pilot
posted 01-07- 11:27 PM     Click Here to See the Profile for JT   Click Here to Email JT     Edit/Delete Message   Reply w/Quote
Thanks, BR... I'm very relieved to know it all works.
I never use the "make planar" feature because it puts everything out of whack. I do, however, want the already adjacent, coplanar triangles to be converted into quads or n-gons. I will use auto-edge to hide edges and see how that works. I'm not sure what the threshold should be either, but I'm sure it should probably be very low. I hope the threshold doesn't have to be within the # of digits that you set in the .obj export.
Anyway, thanks again for the info. I'm feeling pretty confident about this process now.

[This message has been edited by JT (edited 01-07-2000).]

[This message has been edited by JT (edited 01-07-2000).]

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