From: Remington R. <tar...@ya...> - 2003-03-04 09:19:24
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Yeah, I's say it depends on how many poly it's going to save :) I have mostly used pretty flat ones myself, they probably weren't more than 10 poly for each eye, as for how to commit stuff to the CVS, I honestly am not sure, what program do you use for CVS? if you're in windows then I'd suggest TortoiseCVS. You can get it here, http://sourceforge.net/projects/tortoisecvs/ I think it's pretty straight forward how you do it with that one, I just have never done it myself so I can't be certain. Good Luck. --- noam hershberg <noa...@ho...> wrote: > I basically mean that I think that instead of having > the eyes modeled (a 3d > object that makes the eye, like it is right now), > the whole area where the > eyes should be will be flat (no eyes) but then > texture them in later. does > that make more sense? > BTW, how do I put stuff in the CVS? > > >From: Remington Reed <tar...@ya...> > >Reply-To: ari...@li... > >To: ari...@li... > >Subject: Re: [Arianne-general] I'm adding a subject > danget! > >Date: Tue, 4 Mar 2003 00:14:48 -0800 (PST) > > > >About the eyes, I'd personally flatten them if I > grasp > >what you're meaning. As for the optimization at > the > >joints, you can leave a little bit on the front end > of > >the knee's and on the outside elbow, but I would > say > >no more than 3 poly's for each joint. Download the > >elf model that I made and you'll get a good idea > how > >many you'd need, the other thing I'd personally > >recommend is turning some of the edges around the > >legs, have the faces come more into triangles > instead > >of all of the edges going the same way which gives > it > >kind of a flat feeling, just trying to give > pointers > >:) I could technically skin the model, but I think > >Djaggurnaut is a little better at skinning right > now > >than I am though and it sounds like he offered to > work > >on it. > >--- noam hershberg <noa...@ho...> > wrote: > > > quick question. > > > I'm working on optimizing the elf and making it > look > > > better... I could save > > > alot of polys buy flattening out the eyes. > however > > > that means that model > > > wont have any eyes and they will be put in using > a > > > texture. Which way should > > > I go? I'm asking this because I'm not sure who's > > > going to texture it and > > > how. I know that in neverwinter nights they > didn't > > > put any eyes on the > > > models just to save the polys but then put a > texture > > > on it. > > > > > > Also, someone said that it can be optimized by > > > cutting down the polys on the > > > shins. those extra levels were put there so that > > > when you rig the model the > > > mesh will have a sharp transition at the joints. > > > guess that wasn't really a quick question :) > > > > > > > >_________________________________________________________________ > > > Add photos to your e-mail with MSN 8. Get 2 > months > > > FREE*. > > > http://join.msn.com/?page=features/featuredemail > > > > > > > > > > > > > >------------------------------------------------------- > > > This SF.net email is sponsored by: Etnus, makers > of > > > TotalView, The debugger > > > for complex code. Debugging C/C++ programs can > leave > > > you feeling lost and > > > disoriented. 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