Either one-by-one in pairs, or shift-drag the edges of both sides of the polygon to make nev faces on each side, delete the polygon and bridge the edges:
I thought to duplicate the hair polygons but that will increase the polygon count also I suspect it will create problems if someone will try to animate the hair using cloth.
Thanks Gail_Blitzy! Micromesh is a little button in the Geometry tool bar that replaces each polygon on a polygonal object with a different mesh of your choosing. It's really awesome!
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.
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.
I'm following a tutorial on modelling and at some point I have to extrude downwards to make the inside of a dumpster, tough as I extrude, 2 polygons remain and I can't figure out why.Attachment not found.
You see where you cut the window in? Move it towards the centre of the house so that the 2 vertical edges of the window share the same edges as the wall. This will use less polygons, and in game art less polygons = good. In environment stuff you don't usually need extra polygons for deformation, so you could cut a load of…
hi, it looks fine, but it is hard to tell you much from the low polygon model of your item. Most creators use Zbrush for the sculpting process, which is used to create a detailed high polygon model. The high polygon model is used to bake textures that then project the details onto the low polygon model. Without the high…