Hehe nice Erik! Its a good feeling to have the texture sortof ready at first, it somehow guides the polygons in their needed places. What do you think?
don't forget to release the buttons after edit the mesh (vertex, edge, border, polygon, element) before to select the skin modifier again. (sorry for the bad English)
if these panels don't deform (e.g. bend) then the topology is not very important as far as animations will be concerned. it could be polygon soup and its not going to effect animations at all. you'll care about the topology for a few reasons: does it look weird when bending during animation? is it going to be easy to…
https://youtu.be/G0ILW1cwuTc * * BETA RELEASE * * Asset Store Page - Manual - FAQ - Roadmap Amplify Impostors is a 1-click solution that allows you to optimize your projects with ease by using next-generation Billboard Impostors. In this first BETA release, we set out to gather your input as we did in the past with…
finally finished it ~9400 trinagulated polygons, 1x 2048 (diffuse,specular,normal,alpha,reflection) I'm too laizy to fix the problem, maya has with mirrored normalmaps, therefore please ignore the seams comments please
Hi all, My name is Vaughan and I'm new to polycount and to polygon modeling. (I can do nurbs kinda) This seems like a fun way to learn, so I'll jump in with a big bad ice cream cone mace
hii i want to make this edges to curve for use in xgen... i have tried polygon edge to curve>convert>modify but it convert only one edge loop :( tnx for help
Hi, I have tried to recreate a low poly version of the ship Guristas from EVE Online. what want to know what i could do to improve it i kept the model under 400 polygons.