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 02-11-2004, 11:26 PM #1 gohan1842 Subscriber     Join Date: Jul 2004 Posts: 1,060 Thanks: 0 Thanked 0 Times in 0 Posts question about tris how come the polycount shows that there are alot more tris than there really are. __________________ I'm not a geek. I'm a nerd. msn - g1842@hotmail.com I'm up for a chat anytime.
 03-11-2004, 12:28 AM #2 mtmckinley The Maya Mountain     Join Date: Aug 2002 Location: Seattle, WA Posts: 8,245 Thanks: 1 Thanked 25 Times in 25 Posts I've not run into this kind of situation before. you might want to make sure you haven't accidently duplicated anything in your scene. __________________ -Mike www.mtmckinley.net The Maya Toolbelt
 03-11-2004, 12:29 AM #3 gohan1842 Subscriber     Join Date: Jul 2004 Posts: 1,060 Thanks: 0 Thanked 0 Times in 0 Posts no. what i mean is like say i start a new scene. i make a poly cube. on the poly count it says 12 tris. __________________ I'm not a geek. I'm a nerd. msn - g1842@hotmail.com I'm up for a chat anytime.
 03-11-2004, 12:39 AM #4 dannyngan Registered User     Join Date: Dec 2002 Location: Seattle, WA Posts: 1,154 Thanks: 0 Thanked 1 Time in 1 Post That is because a cube is made up of 12 triangles. 6 quads, each quad is 2 triangles, hence 12 triangles. To prove it, triangulate the cube (Polygon > Triangulate) and you'll see all the triangles. __________________ Danny Ngan Animator | Amaze Entertainment my website | my blog | my job
 03-11-2004, 12:40 AM #5 mtmckinley The Maya Mountain     Join Date: Aug 2002 Location: Seattle, WA Posts: 8,245 Thanks: 1 Thanked 25 Times in 25 Posts Right, a Tri is a 3-sided polygon. So, it has 6 (four-sided) faces, but 12 Tris. __________________ -Mike www.mtmckinley.net The Maya Toolbelt
 03-11-2004, 01:21 AM #6 gohan1842 Subscriber     Join Date: Jul 2004 Posts: 1,060 Thanks: 0 Thanked 0 Times in 0 Posts so u dont have to see them in your model as a 3 sided face. i see now. i was wondering this because i keep hearing how good it is to maintane quads. but when i looked at my polycount i freaked out lol. well thx for splaining it to me. __________________ I'm not a geek. I'm a nerd. msn - g1842@hotmail.com I'm up for a chat anytime.
 03-11-2004, 01:30 AM #7 mtmckinley The Maya Mountain     Join Date: Aug 2002 Location: Seattle, WA Posts: 8,245 Thanks: 1 Thanked 25 Times in 25 Posts It's important to maintain quads in high-res modeling. It's actually the opposite in game art. although you dont have to triangulate the model (as the game will do it for you usually), it's the tris you need to pay attention to. __________________ -Mike www.mtmckinley.net The Maya Toolbelt

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