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Posted (edited)

In an effort to optimize the model I'm working on, I'm faced (no pun intended) with the need to use 2 sided polygons. I've included an example below of what I'm trying to achieve. The closed geometry has edges 'extruded' outward. Notice the vertex inside the circle is attached to all 5 neighboring faces. This is not possible unless I'm using 'Mesh-Modeling' (from what little I know). As soon as I convert to Editable Polygon, the geometry breaks...

 

My question; what type of modeling do the experts here use? Do they mix-n-match Mesh and Polygonal modeling and how does that work? If there's any Mesh-Modeled geometry in the model, things will start breaking as soon as one uses modifiers and have to convert back to an editable poly.

 

I prefer polygonal modeling but for this specific problem it does not appear to be a viable solution. Obviously I'm missing something fundamental but I can't figure it out (despite reading several books on 3DS (2011)). Any help would be highly appreciated...

Edited by chaos

"It's not the years, honey. It's the mileage..."

Posted

I tend to not use 2 sided polys, but it depends on what is being made.

The only way to make sense out of change is to plunge into it, move with it, and join the dance.

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Posted

Hi Joey45,

 

Something like what's in the picture below (SU-25 trailing edge tabs). Are you saying to forego the few extra polys and build geometry with actual 'body'? A single poly would be easier and less taxing on the poly-count and would create basically the same effect.

 

Vortex generators would be a good example to use a single poly, wouldn't you say so? Aerials etc....

"It's not the years, honey. It's the mileage..."

Posted

Not sure if this is a 2-sided questions, a mesh vs. poly question, or a vertex sharing question.

 

First, I assume you meant 5 edges, 4 faces, share the circled vertex. In general, I don't think there are any limits to the number of polys that can share a vertex. For example, you can create a cylinder with an end cap where the end cap shares a center vertex with a number of triangles (equivalent to number of sides of the cylinder).

 

For me, everything is eventually converted to editable poly. Whether it starts that way or not depends on what I'm doing.

 

The easiest way I can think of doing what you want is to start by creating a box, then convert it to editable poly.

 

Split the top of the box into two, then detach each top piece. Rotate each top piece as desired.

 

Cap the box with another poy and split it the other way. Then repeat detach and rotate.

 

You can double side the faces from there.

 

If the box was going to be examined closely, then, yes, I'd extrude some depth to the box first and go 1-sided from there.

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