Game Development Reference
In-Depth Information
FIGURE 5.7 Tidy up the arm area after optimizing.
Tip
If you end up with two adjoining triangles, try converting them into quads.
Select them and go to Polygons > Quadrangulate. This helps to keep the
mesh clean and tidy.
Note
When converting to quads, Maya will guess at the way the triangles
should lie. This could result in concave areas like we saw on her hips in
Chapter 2 . In such instances, it will be necessary to keep the area triangu-
lated.
5. Optimize the back of the arm by welding the vertex in the center of the X ( Figure
5.8 , top) to a vertex above it.
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