Hi. Does anyone know how to do it? Lets say I have a flat concave/convex polygon with N vertexes and I would like to project it on the surface of a mesh along some direction vector. Basically like a decal or imprint in pro-boolean. The result mesh should have the topology of the mesh on which proijection was done. Example…
using a chamfer edge around the perimeter of the wheel will mess things up bigtime. if i were you i would extrude the polygons around the perimeter towards the outside, then scale the perimeter down to get back to the original size. the other way to do it would be to bite the bullet, draw a polygonal circle around it and…
Where to remove polygons is a matter of curvature and experience. Parts with a bigger curvature will require more polygons than parts with no curvature at all. Try to remove polygons. If the result is not that different in shading then your model didnt need those polygons. On the other hand, you should look into other…
Airtight means to just have one contiguous mesh where all the polygons are welded together. The alternative of intersecting polygons sometimes produces baking artifacts around where the polygons clip into each other, and any segments of polygons that clip inside the mesh becomes a waste of UV space. It's not always better…
r_fletch_r & Computron crazy complex concave polygons require to be manually divided into convex parts or else there will be overlapping. I will try to make a plugin that automatically divides a convex polygon into concave polygons. [ame="http://www.youtube.com/watch?v=HQ7Ms4row84"]Quad Cap Pro - Speed Capping -…
What you'd normally do is make a lower polygon cage and either use that as a deformation Guide or create displacement maps to transfer the detail from the high poly. But 600,000 polygons isn't that much a decent computer should be able to handle millions of polygons. I'd look into displacement maps myself.
Ok. I remembered that once time I fixed this problem with splitting all of my polygons of this mesh. This time ... it didn't work. I kinda get crazy. They are not connected polygons and they still look like everywhere are softedges. But if I move one polygon from mesh, it looks like this: It is ridicoulus ...
Yeah, it's not finding the polygons that each vertex should get it's tangent vectors from. So it's instead creating tangents at each vertex for each polygon, target than a normalised sum of all the polygons of the vertex. Unfortunately, I can't use the "fix" because MODO doesn't export tangents and binormals :/
Hi What low polygon games or artists work do you enjoy? Basically anything with stylistic choices or that use very small polygon counts but still have a lot of panache in the final artefact. Example GROW HOME LAUNCH TRAILER https://www.youtube.com/watch?v=uR-4ZoDo_yg SUPERHOT https://www.youtube.com/watch?v=vrS86l_CtAY
I did a retopo of my character's head and was wondering if there are too many polygons if this was to be used for a game. There are 1,434 triangles (for the head mesh alone). I haven't finished modeling the body yet, but it seems like it'll go over the 5-6k which I think is the ideal range for a game character. Any…