Split the center edge loop and make them overlap each other.. like a real shirt. Select all polygons and extrude them so they have some thickness to it. This also "fixes" the "flipped polygons" of the collar. Be sure to delete all the polygons that are on the inside of the shirt, as they are just unnecessary polygons.…
It's a question that wouldn't have been asked years ago. Today it seems that most characters go from concept to sculpting then down to a retopologised mesh. This is in contrast to the older days of low poly where it was concept to polygonal model and texturing was all hand painted. In the game industry today are sculpting…
Does Maya use CPU or GPU for realtime Polygon rendering? Just curious. You open a high detail model in Maya, huge amount of polygons and you're just trying to look at it in the viewport. What's doing the heavy lifting, your cpu or video card? What about when using smooth mesh preview? Just curious.
I've been told someone has emailed them to figure if they mean polygons or triangles. They mean triangles. I thought it was a little steep for polygons, and that confirmed it.
Each toe has as much, if not even more, polygons than the rest of the foot. I'd guess that this is too dense. As far as I'm aware of it you want to get an even polygon distribution over your whole mesh. Meaning that smaller details have less polygons and vice versa.
For foliage, overdraw is far more performance demanding than adding polygons. By all means, add polygons if you can reduce the empty areas on a polygon where there is no vegetation texture being drawn. Overlapping planes with alpha'd textures also increases overdraw, so keep that in consideration as well.