nope thats max, it sorts the objects (not polygons, polygons inside an object is another thing) in order of their first creation, sounds crazy and yes it is o_O
The biggest problem is, solid models and nurbs are mathematically complex, whereas polygons are mathematically simple. It's all about speed. And translating it over to polygons is feasible, but can be time consuming.
Since the Blender Mega Thread is bugged somehow (I can't write an answer there), I'm opening this new thread. I'm having a problem with transferring the vertex order of one mesh to the next. I have the single body of a character (without the head), and two heads of the character (same topology, only shape differs), and I…
I wrote one huge message yesterday but looks like it`s being processed/moderated...so here I go again: First of all thanks for the fast replies, but I still have some dilemmas: @STICKADTROJA from what I understood from the link is that the 3 rules of thumb are: 1. Always have enough polygons on the low poly model 2. Try to…
Display -> Polygons -> Custom Polygon Display... -> edges (x) only hard edges Smooth your whole object and you have no wireframe. The only way i know. :poly122:
You can't extrude polygons along a NURBS curve in Maya. You can only extrude NURBS surfaces along NURBS curves. Convert the polygon into a NURBS surface first.
sorry me, I mean that if for example there are 10 objects with 100 polygons each and 1 object with 2000 polygons, what will affect mostly on frame rate ? @[HP] - thanks for reply
Don't have 2008, but in 8.5 it was under Polygons > Color > Toggle Display Colors Attribute. In earlier versions it was under Display > Custom Polygon Display Settings> Check Color in Shaded.