Rebb there's nothing really wrong about Maya, it's just that it has a different philosophy than Max when it comes to modelling. The strength of Maya is that everything is unified. You can basically access the whole app from within the hotbox, which is great for fullscreen users. However the downside is, when you model you…
Hello! I have a 3D model of game character with around 200000 poly, My FBX file size is almost 70MB which is far too much for my app, I need the file to be maximum 8MB. I tried to reduce the polygons with the "Reduce polygons" modifier but the model is turning really messed up. My model is a character that will eventually…
I need to move all the vertices of a mesh to equal distances from each other. The issue being I have a mash that has really dense areas of polygons, and other areas that are very sparse. I want to get all the verts to be relatively the same distance apart. There by giving somewhat even sized polygons. Relax, smooth and…
I would like to see the wire frame for the high poly. There are a lot of pieces, such as the visor, which would probably be better as a separate mesh, I'm not sure why you had edge loops continue from the white part of the mask to the visor. Those discs in the jaw of the helmet are taking up a lot of polygons which could…
Modeling in those cracks and breaks is unnecessary. It is a wasteful use of polygons. Most of that can be painted in. The idea behind lowpoly is to show the gist of the shape. Think more in terms of silhouette, not detail. There is plenty of info on this with Polycount Wiki. The long thin triangles are also not efficient…
You forget this: not all people do low poly models with normal maps. For example, with characters, a good topology is needed for a proper deformation and for a proper uv mapping. 3D is not only game art :) . For rendering, we can't have in viewports each model part with millions of polygons. It's impossible to work well…
Thanks for your comments TonyClifton :) I didn't remove any polygons on the bottom of the ships because they rotates sometimes, so all their parts may be visible but I did it on the environment, I removed all non visible polygons: all the backside ones and the left side ones on the buildings from left side to center and…
if you mean what's heavier to load then I suppose polygons would be heavier to load. That's why you'll see 3d artists baking normals, it's more efficient to use images that are highly detailed and well unwrapped in combination with good normals. Rather than 3d models with high detail. Observe Triple-A games they usually do…
If anyone's a Max user and wants to be able to toggle the whole/partial selection of enclosed polygons... Open the System > Form Editor. Use Find Form to find a place you'd like to put the button. Create > New Command and give it the command... pref.value remapping.lassoSelectPartial ? ...including the question mark. Set…
You have hard edges everywhere, where you have 2 different smoothing groups next to each other (smoothing split). I would say add the chamfers/supportloops until it looks good with one smoothing groups. And then a normalmap would be totally pointless. Higher polygon count is totally acceptable nowadays, if it worth. Some…