mmh. If you use modify->convert->paint effects to polygon it should convert the viewport mesh 1:1 to polygons(unfortunately to triangulated, no quad convert supported). I just checked, works fine.
daz: aah thanks, that way is much better. Ive been doing it in settings>preferences>polygons>polygon display. -tick show normals, make an object, untick it.. still got the normals sticking out of it.
Well, I've been modeling guns for years, and seen a lot of gun models, and usually in that polygon range there's a lot more detail and smoothness. It's probably those rails that are eating up your polygon count.
It sounds like you want to use curves. You can convert any edge selection to a curve (Modify > Convert > Polygon Edges to Curve with a Degree setting of 1), then you can duplicate that curve and loft it as a polygon surface.
maya in vista works normally for me, but who knows.. check the custom polygon display dialogue (think its in display>polygons), and make sure all the settings are how you want then hit apply- see if that does anything?
the smoothin error on the turret comes from a polygon in "tension" try moving the verts around so the polygon is perefctly square. If its supposed to be curved or be part of a curved object you need to add in more edges to support the curvature
whatever you think its best for you... I would use zbrush to make a start and then use polygons snapped to it to make the bevels and such. I know ppl that makes it from scratch and start with polygons and they do it very well.
How far do you guys think the new polygon modelling tool will be taken, because I see them currently being really good for base mesh creation but not as efficient as traditional polygon modelling.
Hmmm, maybe a transfer attributes between a curve and your polygonal mesh ? This way you could use the curve to control the polygons. I'm not sure if you can constraint it to only a certain number of vertex however...
Hi, Here is my progress, detailing in Zbrush. This head model is at around 20 million polygons. I had to break the model up to Subtools, as 44 million Polygons was too much for a 12 gig machine.