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New in v3 is the ability to fit ordered polymesh (Poly) surfaces.

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Figure 102. Poly Mode

The way you build surfaces in Poly mode (see Figure 102) is very similar to that of SUBD mode. In fact its easier, as you probably won't have to worry so much about triangles and won't need to add fit points.

Having said that though, if you plan to extract texture maps you will need to build a SUBD surface to calculate the maps from. The way it works is:

(1) Build a SUBD surface, adding Fit points where required to get a smooth surface.

(2) Assign texture map parameters and build the UVs as you normally would for a SUBD surface. You can also export the SUBD surface to set UVs in some other application, then bring the surface back in.

(3) Render out the maps.

(4) Convert the SUBD surface to a Poly surface by clicking on the Poly button, then that can be saved out and the maps applied.

The SUBD surface is a physical representation of the smooth appearing surface you'll get when phong shading the polymesh. Texture maps, and in particular bump/normal maps, calculated directly from the Poly surface would be all faceted looking, which you certainly don't want.

Use of v3 Poly mode surfacing is recommended over the v2.2k Ordered Polymesh tool. Export of UVs and texture mapping is supported with Poly mode surfacing, but not the Ordered Polymesh output.

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