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How to find bad triangles?
Posted: Sun Feb 10, 2008 4:23 pm
by USweapon
is there a way to find bad triangles like degenerate triangles? almost everything i do in 3ds max somehow ends up haveing alot of degenerate triangles, usualy from 50 to up to 10,000 per model. is there like a plugin or script to help find them? i hate spending more time trying to find them than actually making the model.
Posted: Sun Feb 10, 2008 10:04 pm
by Skull2
Maybe its because when you do your triangles you do each one in a different pattern or form or something, idk, i my self suck at doing the very basic stuff.
Posted: Sun Feb 10, 2008 10:05 pm
by Tural
On the Modify tab, add a STL Check modifier, turn it on and it will highlight errors in your mesh.
Posted: Mon Feb 11, 2008 2:17 am
by L0d3x
Actually if this model is for halo CE, and you've exported it as a jms, and tried compiling it with tool...then if you got the degenerate triangle message there then you can easily find degenerate triangles like this:
Tool made a .wrl file or something like that that will highlight the errors, it should be in your haloCE root directory or around there.
When in 3DS simply import this file, and uncheck the 3 boxes that appear.
Voila now you have highlited the degenerate triangles and you'll have to redo those I guess.
Hope this helps.
Posted: Mon Feb 11, 2008 9:36 am
by USweapon
thx ill try that soon as i get a chance. i remeber seeing something like that in ghosts tutorials sor something but they did 'structure' in tool and that didnt work for me. i myself really suck as 3ds and dont make my models myself but get them from turbosquid usually. someday i hope to be good enough to make my own detailed models.
Posted: Mon Feb 11, 2008 2:23 pm
by DEEhunter
First thing you must do befor you export is that your model is an editable MESH and not editiable poly. This caused problems for me. And Tool should have spit out a .wrl file for you in the main halo directory. Import it and you should be able to find the errors.