Apologies for being unclear. I thought that LoD0 was the weapon polygon limit and Lod1 was the shield polygon limit. You answered my question perfectly though. Thank you! :D
Good work, Jason. I agree with Bek. If I were you, I might use polygons for 3D silhouette. If the polygons don't change the silhouette, don't hasitate to delete it. :)
Don't have 2008, but in 8.5 it was under Polygons > Color > Toggle Display Colors Attribute. In earlier versions it was under Display > Custom Polygon Display Settings> Check Color in Shaded.
The Lamina Face option somethime is a bit buggy.. instead of checking as first option "cleanup matching polygons" use "Select matching polygons" and than delete it manually.. should work..! ;)
Sadly your going to have to use the split polygon tool though its not that bad though from what I remember they improved the split polygon tool a tonne in 2012.
Does Substance painter have a problem with importing Interactive groom polygons from Maya? Because I made another hair asset with fewer polygons and it still wont load it.
You can't extrude polygons along a NURBS curve in Maya. You can only extrude NURBS surfaces along NURBS curves. Convert the polygon into a NURBS surface first.
I have zero 3D modeling knowledge so please be patient. i have made 2D polygon in photoshop, how can i import it in 3D modeling program to avoid recreating it from scratch? Now i have photo i need to fit inside that polygon. So it looks like this And finally i need to export this re-shaped photo in highest possible…
If you use non-uniform scale outside of sub-object mode, it's going to distort the local transform space of the whole model. If you need to scale stuff, best to do it on the sub-object level: Vertex, Edge, Polygon, Element, etc.
You can of course just not bake things and just work with the polygon count you have. For a game character it depends on the perspective and the game. This can be from 500 to 10000k and more polygons. At higher polygon counts or depending on your artstyle you might not need any bake at all, but generally it is still…