Modeling rules ,Triangles ,Poly Limmits. ?

I'm not use to modeling for DAZ. I know the general universal rules of most main apps like LW,Max, etc etc 

So I was wounder any special DAZ modeling rules ?

DAZ have problems with long skinny Triangles ?

 

Thanks

Comments

  • CypherFOXCypherFOX Posts: 3,401

    Greetings,

    My understanding (limited as it is!) is that you generally want quads, not triangles.

    I'm not a modeler, I've just decomposed a few objects from the store trying to write some tools to clean up crumpled meshes.  They all seem to be quad-based.

    --  Morgan

     

     

  • StonemasonStonemason Posts: 1,196

    it really depends on what your making,clothing and figure makers for example prefer quads as they are easier to re-work with morphs and the edge loops are cleaner.but props can be tris,if it renders correctly it really doesnt matter,and DS doesnt have the issues Poser had with skinny tris,as long as you make good use of smoothing angles

  • Oh I'm starting with a simple sci fi post apocalyptic / industrial looken ally part,nothing complicated. I'll give it away free so people can tell me what's right n wrong about it.

    A compleat 360 ally poly count alt to be around what poly count ?

     

  • StonemasonStonemason Posts: 1,196

    I have no idea,how long is a piece of string?

    just assume a couple clothed figures and some other props will also go into the scene ,and make it modular in a way users can remove sections to simplify the scene 

    RorrKonn said:

     

    A compleat 360 ally poly count alt to be around what poly count ?

     

     

Sign In or Register to comment.