Game Development Reference
In-Depth Information
on the support web site ( http://www.Creating3dGames.com ), much
of this cleanup has been done. But if you are using your own version
there might be a lot of this type of cleanup. In the last chapter where
this was modeled, we could have modeled with backface culling turned
on to begin with, but I often find modeling that way tough to do as
some objects that are modeled may not be seen at all at a certain
angle, so I prefer to model characters with backface culling turned off.
Unfortunately, that preference usually leads to a bit of cleanup later.
Luckily, the cleanup is fast.
Figure 9.1 Results of activating
backface culling. Uh oh.
Step 4: Fix errant normals. If your model has normals facing the wrong
way, switch to face mode and double-click one of the incorrectly oriented
faces. This will select outward until it hits polys that have normals facing in
another direction. Select Polygons>Normals>Reverse.
Step 5 : Double-check one more time that all normals are correct.
Why?
Reversed normals are just a general pain. It's always a major annoyance to
discover a see-through polygon in Unity when you've moved on to other
Unity-specific issues. With a bit of careful inspection, a lot of bothersome
stops in procedure can be prevented.
Step 6: Hunt and destroy five-sided polygons. In object mode, select
AC_AegisChung. Choose Mesh>Cleanup… In the Cleanup Effect section
change the Operation radio button to Select Matching Polygons. In the Fix
by Tesselation section check the Faces With More Than 4 Sides check box.
Click the Apply button ( Figure 9.2 ). This will highlight all the faces with
more than four sides. Use the Split Polygon tool to cut these bad boys into
three- and four-sided polygons.
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