If I understood what you wrote, you said you exported a model from 3dsmax that had 17000 polygons. When you brought it into blender and checked the count of faces it was 34000. Assuming that all the polygons are quads (quads are two triangles), it would be safe to say that max was counting quads (polys) only instead of all…
polygon = "many sided". a polygon is a generic term used to describe ANY shape with multiple sides. a triangle is a polygon a quadrilateral is a polygon a pentagon is a polygon a hexagon is a polygon and so forth. game engines render every "polygon" as a face with the lowest number of sides possible. which is a triangle…
Maybe a bit offtopic and i do not want to rant: Isn't this exactly "the problem" also in other areas (even other "industries") ? "The industry" does not define clear standards (and also the management fires everyone doing the real work).. So not only the newbies does not know what to put into their portfolio but also the…
It's out of beta and has a few new features to show off Thanks to all that participated in the beta, your feedback really helped refine and improve what was already a great tool. https://www.youtube.com/watch?v=eFludVPn36Q So what's new in version 2.6? Converting and baking next-gen polygon hair are now available Next-gen…
Hi, is there any possibility to avoid backface culling? For example the capes in the original model files that you can download from valve are in fact one sided polygons but they are visible from both sides in the game. How is that possible? polydon
At it's most basic, when the smoothed normals for a mesh are calculated, each vertex simply grabs the flat/geometric normal of all of the polygons that it belongs to and averages them together to get it's smoothed normal. But you can weight the contribution of each polygon to that final average to try and get different -…
Take this with a grain of salt as I'm not a technical artist, but at least in 3ds max, you indeed have face normals and vertex normals. Maybe you can think of the face normals as the actual geometry (or purely in which direction a triangle (maybe polygon) is facing. That's dependent o the vertices, but not the vertex…
f0r the love of the polygod optimize your layout! the wated space makes polygon jesus cry http://www.polycount.com/forum/showthread.php?t=69920&highlight=uv+layout I tried to dig up some threads on this..but it is way too early
youpi :-) I found how to do ! I made a mistake by selecting my initial polygon to export it to .obj file as a mesh. now I selected the new plolygon created after baking my mesh in top of the list and tadam, it works now
In general it'll probably work alright, although it could be a lot cleaner. There's a fine line when doing retopo work between being slavish to the surface being retopo'd and fudging it a little for a cleaner resultant mesh. One thing worth noting, though, I would generally recommend avoiding near-concave or concave…