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FPSC Classic Models and Media / UV Unwrap FPSC models in 3D Blender

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fhalo
12
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Joined: 10th Jun 2012
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Posted: 2nd Dec 2012 10:41
Hi

I can now export FPSC models into 3D blender,

But, when I unwrap a simple model (eg a cube). The FPSC cube produces more faces.

For example. A simple 3D blender cube unwrap into six faces. Whereby with FPSC cube you will get several complex faces.

Had anyone come across this problem.
ncmako
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Location: Hendersonville,NC
Posted: 2nd Dec 2012 22:37
Hi fhalo
I may not be understanding you right, but a proper uv mapped cube should have six faces.
rolfy
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Posted: 3rd Dec 2012 02:06 Edited at: 3rd Dec 2012 02:22
3d cube model has 12 faces (tri's),the six polygons are made up of 2tri's each. Only the modeling program will use poly's, once exported to .x they convert to tri's.

If your talking about crates etc from fpsc these are not simple cubes.

Its a popular misinformation around here to describe a model as having say 1000poly's and presenting this as the face count, in reality its 2000 faces (tris)
ncmako
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Posted: 3rd Dec 2012 03:34
Yep,I always forget about the tri's.
Thanx rolfy
Design Runner
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Posted: 3rd Dec 2012 04:26 Edited at: 3rd Dec 2012 04:31
For the sake of simplifying what was said above to the casual forum browser without intensive modelling knowledge, I broke this down:

Basic 3d-
Face: A flat surface on a 3d model.
Vertex: A point which when connected with other vertices, creates a face.
Edge: A connection between two vertices.

When modelling-
Polygon(Poly): the method of which vertices are connected on a face. There are three types of polygons.
Triangle(Tri/Tris): When a face is broken down into triangles, so a face with four vertices will have two triangles, like a square with a diagonal line.
Quadrillateral(Quad/Quads): When a face is broken down into sections with four edges, squares and rectangles being simple examples.
N-Gons: Polygons with more than 4 edges, cylinders with a single polygon for end caps is an example of this, often have 5 to 16 edges.

Typically, high polygon modelling uses mostly quads, with some tris and n-gons for certain situations. Low polygon modelling almost always uses strictly quads, with some tris, and a game resolution model will be tessellated (have its vertices connected) into tris, so a model made of quads or n-gons will automatically be reformatted into all tris.

Bried UV mapping explanation:
UV mapping is the process of cutting a 3d model (sometimes called a mesh) along its edges in order to flatten it into a 2d image. This 2d image is then used to bake textures, create a diffuse texture, etc. and is automatically portrays on the 3d version of the model because it saves the UV data (basically the position of the polygon or face on the 2d image, and the file path of the image in certain model formats) for each polygon. Better explanations of this can be seen through simple UV mapping tutorials on youtube.

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fhalo
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Posted: 3rd Dec 2012 10:30
Great!

Thanks for this.

Therefore, FPSC model faces based on Triangle(Tri/Tris): When a face is broken down into triangles, so a face with four vertices will have two triangles, like a square with a diagonal line.

Whereby, 3d Blender will have a single face, on a simple square.
Design Runner
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Posted: 3rd Dec 2012 21:37
You've got it. Do your best to keep things in quads when modelling, using edge loops. This will keep everything a lot cleaner and easier to optimize.

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