Thanks for the feedback, I took out a lot of the unnecessary polygons in the face and roots, and moved the polygons around in the branches to make the curves look smoother. I have to re-do the uvs, but here is how the mesh is looking now. Thanks again TheSplash, I'll post a close up of the normals as soon as I get the uvs…
I have the same situation. My config AMD PhenomII X4 955 3,2Ghz 8Gb RAM and Maya lagged on 200-500k polygons. And selecting different object very slow. But on Softimage I work with 15 000 000 polygons and softimage not lags. I think this problem in Radeon's videocard. Sorry for my english.
Kitteh>Yeah reminds me of my childhood when I was an avid Lego builder! Nicely modeled, perhaps add even more smoothness to the hands; a few more polygons wouldn't hurt. And there seems to be a smoothing problem on the forehead of the model, perhaps add some sharpness to that edge by adding more polygons. And that cat is…
[ QUOTE ] His ear looks very undetailed in comparison with the other parts. [/ QUOTE ] Yes.... indeed. Ear is such a twisted shape. I had hell of a time trying to make good looking ear in low polygon cage. So I left it untouched this time and try to use Z-brush to detail the ears in high polygon model.
sidestepping a bit..create a NURBS curve and extrude it along the spline. convert the resulting surface into polygons, set the output to count/quads. now don't delete the history. just continue to edit the splines and the polygon surface should update in realtime. so the controls aren't all in one place like in max's way…
I'm projecting from the lowest levels to the highest, but I'm encountering a problem in that the polypaint does not project through properly. I'm getting "blank" polygons that I can't paint to. Note that the white polygon should be blue (see attach). I cannot correct it by painting on it either as it doesn't seem to accept…
Any ideas how to retopologize chainmail? For example i make chainmail in ZBrush with nanomesh. Now i want to have game ready model, so usually i would go to topogun and draged the polygons on top of my high poly mesh. But in this case chainmail would have holes. So it would be hard to drag polygons on top of it manually.…
If I wanted to subdivided the one in left of the image(A), to the one in bottom-right(C) what should I do ? when A is subdivided, it has jagged form just like the on in top-right(B) I subdivided A without missing 3 polygon to establish curvature and then put edit poly on it, then manually deleted polygons(which is not what…
Nightshade Connect is a tool I have just released on Creative Crash. It's a tool for quickly creating a polygon connection or "bridge" between an edge selection and a curve. With this you can easily connect two odd shapes, like a square edge selection to a hexagon NURBS-curve. Perfect for high polygon modelling. Features:…
hi, some of the polygon lines would depend on whether or not u are going to sculpt in zbrush. If this is purely a polygon sculpt then I would suggest some adjustments: -U don't want the arm to stat of with such a spike - the loops around the abs should be reinforced - u need to look u anatomy references for the neck area...