Opened up my tool this morning to see that I needed to reconstruct subdiv. When I tried to, it came back and said the mesh contained triangles and that the operation was cancelled. My mesh has had triangles this entire time... not sure what the beef is now. Yesterday I used to GoZ to export to Maya to do some UV work then…
Looks pretty good, but quite a few wasted tris. Like the vertical 'trims' along the top of hut, they only need to be one segment tall, that would cut approx 240 tris (just a quick guess/count). The large posts also could lose the loop in the middle, doesn't do much for silohette, and they seem to have an extra row…
So, Lets just say i've got a cube and i insert it normally it would follow the rim of the object but lets say i want to insert another shape say like a rectangle or circle how would one do that without resorting to manual methods.
I dont know this to my shame! I had a max file corrupt and had to import it back in from unreal, unfortunatly its triangulated! Is ther any way of selecting two tris in max and forcing them to become a quad? Should be aesy right? Cheers, nick!
Hello, I and my friend were arguing about the question stated in the tittle. He states that the low tris model will affect the textures position and stretching while higher detail model wont. Reference he sent me: I'm new to 3d modeling so I don't know much and can't seem to find the answer in Google.
hi guys, I am planning on building Alcatraz Prison and well appreciate thoughts on the tri count for it.I am lookng at 3rd person/1st person spec. This is a 1st for me as my personnal works have mostly been characters and professionally I have built buildings/props,assets on handheld mobile devices. It will only be the…
Hey everyone! I'm working on a new model for school. It's a design I kinda worked up on-the-fly based on some of the tri-wheel concept cars that have been conceived recently. I've never modeled a car before so this is a fairly new thing for me. If you have any suggestions for how I can improve, by all means, let me know.…
Bald People are the spawn of evil. That is why I don't speak to my dad anymore :poly124:. Anyway I like the overall scene and when I first glanced over this thread I didn't notice the mirroring behind the torches. The only thing that really annoys me is the chair. I think it would have looked better with some trim painted…
So - I have just started looking into UDK\ UE3 again and am familiarizing myself with the material editor. Im knocking up a character shader and have a slight fresnel effect going on to give a subtle rim-light to the character. This looks OK but falls down a little when the underside of objects are lit as brightly as the…