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Select the polys on the model you wish to texture.
选择你模型里想要做纹理的那些多边形。
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For the 3 lines problem, again, divide your polys at the intersections to prevent fighting.
对于3线的问题,再把你的息肉,在交叉口以防止战斗。
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This way you can limit the amount of polys per object you are working on, making it all a lot less painfull when your total polycount is reaching the 500.000 mark.
这样你可以将手中每个物体的多边形限制在一定数量,当你总的多边形数量达到50万时,场景就变的不可绘制了。
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You may end up getting more polys doing it this way than rendering on the fly, but at least you won't have to do a ton of math on CPUs that may not be up to the task.
你可能会得到更多的多边形,这样做比在飞的渲染,但至少你不用做一大堆数学上的CPU,可能达不到任务。