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Chapter 26: Deforming Surfaces and Using the Mesh Modifiers
Caution
Reducing mesh density on the fly should not be done with animated objects such as characters because the mesh
can become chaotic and dirty, resulting in poor deformations. However, the ProOptimizer modifier does work
very well with static background objects. n
FIGURE 26.10
You can use the ProOptimizer modifier to dynamically dial back the complexity of a mesh.
Quadify Mesh modifier
If you look at the individual shape of polygons in most models, you find either a triangle with three sides or
a rectangle with four sides. Rectangle polygons are called quads, and they generally are nice to work with
because they line up neatly into equal rows and columns. Triangles, on the other hand, flip back and forth
even when lined up, making them more difficult to work with.
You can convert quads into triangles in many ways. This can be done in Max using a Triangulate command
or modifier. This command simply divides the quads in half, but moving from triangles to quads isn’t as
easy and takes some clever calculating. But Max has figured it out and made it a feature with the Quadify
Mesh modifier.
The single parameter for this modifier is the Quad Size %. Larger values result in bigger and fewer quads,
and smaller values increase the number of quads. Figure 26.11 shows a simple shelf that has been quadified.
Tip
The Quadify Mesh modifier works well with shapes that have been extruded. n
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