![]() |
|
|
#1 |
|
Registered User
Join Date: May. 11th, 2004
Posts: 11
|
Modeling in triangles or quads
I have a question for you guys and gals out there. When modeling for the Unreal Engine, is it best to to all your modeling in triangles? Or can you model in quads and triangles and then convert to solely tris, or does it even matter?
__________________
Building Epcot in UT2K4:http://www.deepwaterstudios.com |
|
|
|
|
|
#2 |
|
Everything is a polygon anyways, just that in Max I know you can model in quads, but they are just two triangles with the intersection line hidden. If you can export it as an ASE, then it should import fine into UT2004... as long as the polycount stays below 10'000 for a static mesh and 35'000 for a PSK.
|
|
|
|
|
|
|
#3 | |
|
Registered User
Join Date: Nov. 14th, 2002
Posts: 524
|
Quote:
|
|
|
|
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|