Blender cookie did a video on Blender’s new Bmesh addon which will make
it an ngon modeler.
Don’t know if that’s of interest to the game community or not, really,
but a lot of low budget game developers use Blender.
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I don’t think it would directly affect game programlng, since it will be
triangulated just like quads were before. Anyhow, it’s great to see the
Yeah, it’s more indirect. It makes modeling a little easier, but in the
end, you need to have triangles for games.
Looks similar to the fgon feature already in Blender, but just auto runs
the logic on each mesh change. Still, I’d be weary of using a 3rd party
Blender builds. Last thing I need is to model in one version only to
lose it later down the road. The other caveat is that Blender’s
tessellation routine never evenly distributes triangles.
Often when you want to optimize this mesh it will produce less than
desirable results due to shared vertex structure. From my experience, if
you’re going to model for games you need to get down and dirty with
triangles and optimize it from the get go. Or use curves and surfaces
(nurbs) as they tessellate very well.
It’s going to be incorporated into Blender 2.63 or something like that.
That video I linked to shows some reasons why it actually ends up making
a better mesh in the long run when you do eventually return to triangles
or quads. I’m not going to give it a serious look until it is fully
incorporated. I’m still not up on the 2.5 changes. I did an animated
model for someone a little while ago and had a whale of a time getting
everything to work right. I still haven’t learned weight painting. I
just choose vertices and groups for each bone by selection. When you are
dealing with game models, you really don’t have to get very fancy
because of the lower polygon count. I just baked all my color textures
onto one bitmap with that model, also, which was pretty cool. I’m not up
on engine stuff, but the guy I did it for said it would render faster
that way. I want to try a high poly model baked render for normals onto
a low poly model in the future. It’s really hard to keep up with all of
I can see how it’s slightly more beneficial for the artist, but I would
hold my reservations whether Blender can properly triangulate the mesh
afterwards. I’ve had experiences as shown above that required effort on
my part to correct. Perhaps I missed the important part where he
describes the intelligent algorithm Blender uses. He tends to babble in
Indeed combining textures into one will render fast. If lighting remains
constant, it’s the best way to go. If you’re developing for mobile
devices, it’s the only way to go :) Baking normal maps is fun too. I’m
not sure how to do it in Blender, but I wrote my own program that does
it for me. If you check out the Stanford 3d scanning
repository, you can
download and test with these models.