Symmetry modifier adding more polygons to geometry

Symmetry modifier adding more polygons to geometry

Anonymous
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Message 1 of 7

Symmetry modifier adding more polygons to geometry

Anonymous
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i am creating a audi r8 as usual i am using symmetry modifier but while doing so symmetry is adding polygons too.
in half portion i have a 90k polycount so if i use symmetry it should simply go towards 180k to 200k supposedly but my polycount is going 900karound 1o times the original.i am using 3ds max 2015.

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Message 2 of 7

ekahennequet
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Hi. There are few things to keep in mind when using Viewport Statistics. "Poly" count stat in 3dsmax doesn't count hidden edges when working with Editable Poly objects. For example, if you had a quad-poly object, the Poly count stat would read 1 Poly when in fact there are 2 tri-polys (or Faces). If your Audi objects are composed of Editable Poly objects with mostly quads, then the actual Poly count would be about double your 90k. And in your second image, you seem to have Turbosmooth on. That will quadruple your mesh's actual poly count if using quad-polys, or triple if you have tri-polys. Applying Turbosmooth will give you the actual poly count whereas applying Meshmooth will not. If you need "real" poly count stats, then I recommend turning on "Triangle Count" from Viewport Config's Statistic panel. 

 

See examples attached.

 

 

Message 3 of 7

Anonymous
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wow that's good to know didn't knew about this.....though i don't have turbosmooth instead i have nurbs subdivsion on.so is it possible because i have  subdivison on that are increasing the count??

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Message 4 of 7

ekahennequet
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Advisor
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@Anonymous wrote:

wow that's good to know didn't knew about this.....though i don't have turbosmooth instead i have nurbs subdivsion on.so is it possible because i have  subdivison on that are increasing the count??


Yes. Turning on NURMS is the same as applying Turbosmooth modifier. But as I have written previously, use the Triangle count as your reference. Poly count will ignore hidden edges in polys other than triangles. I've attached another example of a 5-sided polygon converted to Editable Poly. Notice the difference between Poly and Tri count. If you click Edit Tri in Edit Edges rollout in Sub-Obj Edges mode, you should be able to view the hidden edges, which are in fact edges of triangle polygons.

 

 

Message 5 of 7

Anonymous
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i already have turned on tri count and other statics i didn't knew about those features but after your 1st comment i did digging in view-port config and under the static button i turned them on and it's much more helping......you have answered my queries but now i am confused about should we model in triangles or should we model in quads my college faculty member have suggest always to use quads while i have came to know game engines converts quads into triangles(i want to be in video gaming field so i emphasize on it more) so why shouldn't we model in triangles instead of quads...?
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Message 6 of 7

ekahennequet
Advisor
Advisor
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Whether you are modeling, UV mapping, or animating, modeling in quads will give you more control and save time. With triangles or non-quad models, tools such as Edge Loop and Ring will be useless.  Also, you will have cleaner meshes with quads. Having said that, not all meshes with quads are equal. You can have a messy model even with quads if you don't pay attention to topology. In the end, it's all triangles, but you will learn that it's easier to manipulate your mesh with quads and will generally have better result with smoothing when subdivided using NURMS/Turbosmooth.

 

This is a good resource for subdivision modeling. Some of the links may be obsolete, but Polycount forum has many great threads on this topic, especially for game-ready modeling.

http://wiki.polycount.com/wiki/Subdivision_Surface_Modeling

 

Hope this helps, and good luck.

 

Message 7 of 7

Anonymous
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well thank you it was a educational conversation for me....
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