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Question by SympK · Feb 17, 2013 at 01:24 PM · renderingnormal mapclothing

dealing with non-visible polygons

Hello. I have a character in hipoly, upon which I'm creating its clothes. After extracting the normal maps and low poly meshes, should/could I remove the non-visibile polygons of the lowpoly mesh (eg, the inside of a jacket, of a hat, and so on) without getting any "side-effects", so to lighteen the burden of the engine, or they are automatically considered as inexistent (mean, the engine doesn't calculate them 'cause it doesn't see them) or there's some option to avoid their calculation/rendering? Excuse me in the case the question may seem banal or already answered (though I got no idea on what to search).

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avatar image MountDoomTeam · Feb 24, 2013 at 01:37 PM 0
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to delete polygons you have to get the triangles array and delete the triangles you want to from there. I think you have to write new resized array keeping only the triangles you want , because otherwise it draws many triangles with 0, 0, 0, you have to read about it.

avatar image SympK · Feb 24, 2013 at 03:07 PM 0
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Sorry, I'm not sure I understand what you mean: is this a method to script-side avoid that the engine would still calculate also the non-visible polys?

avatar image Golan2781 · Feb 24, 2013 at 03:09 PM 0
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It's a method to delete polygons via script. I'd highly suggest doing it from inside whatever 3D modeling program you are using.

avatar image SympK · Feb 25, 2013 at 12:38 PM 0
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Ok, ty. I gather this is something for our programmer though. As I see, there isn't anyway a unique method to deal with this issue.

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Answer by Golan2781 · Feb 24, 2013 at 12:41 PM

Yes, you can delete them. Geometry is just that, geometry; there are no dependencies that a model has to be complete or even match a high-poly model it was baked from. To the engine, its just a bunch of 3D points, surface normals and texture mapping coordinates. If you feel a polygon is not needed/visible, delete it.

Note that while the engine would by itself not render hidden surfaces, it still has to detect that they are hidden, which does take some computing resources. So it is good practice to remove anything of which you are sure it is not required.

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avatar image SympK · Feb 24, 2013 at 03:10 PM 0
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Hi Golan. This means that I should bake the normals/whatever maps from the hipoly (which should be anyway and forcibly an intact, weld and closed mesh), before I delete the non visibile polys from its lowpoly target?

avatar image Golan2781 · Feb 24, 2013 at 05:04 PM 0
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This depends on the modeling/baking program you use. In case of doubt, I'd suggest baking first, though, yes.

avatar image SympK · Feb 24, 2013 at 06:54 PM 0
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I'm using Lightwave for polygonal modeling of easy low-poly pieces, Sculptris for organic and hi-poly, and I'm trying 3d coat to get the low poly (with autopo: which is astounding).

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