Are there any big differences between Polygon Cruncher and Meshlab? I didn't exactly want to bust out the money for polygon cruncher if meshlab does essentially the same thing. Any feedback is appreciated! Thanks!
Hello Poly counters , I am a 3D modeler , i have always worked with polygons , but lately i started working with Unreal Engine and i Have order a task with many conditions . one of them is that " all the Tris . of the model shouldn't exceed 10,000 " does UE 4 convert polygons to Tris. automatically ? or what should i do ?
lets say I have a loop of polygons. I want to select one polygon and five more to the right. So I select where I want it to start and where I want it to end the selection..I cant remember the keyboard combination to get it to select all the faces in between.
After being out of the industry for a bit of time, im trying to get back in. Im currently working on some portfolio peaces so I can get a new job as a game modeler. My specilty is strictly vehicle models. I have been working in flight sims for the last 10 years and my portfolio is full of nothing but aircraft. Considering…
Hello everyone, I am new to 3d modeling and have not even begun texturing yet and I have a major problem I need some help with. I created a model in Sketchup then imported into 3DS Max as said and all is well, until I create the UV. When I create the UV there are many outside borders missing and even worse what looks like…
Hello, I have a doubt about uv and the right polygons count for sculpting/baking correctly.I want to share with you what I think and see if it's correct or not.if we have an image of 1024x1024 pixel, theoretically it can store 1,048,576 polygons normal map value, if we unwrapped every single polygon to every single…
Hey,for a game which one is preferred polygon or triangles and how to do that. i am using unity right now. Whats the count of polygon or triangles of assets for aoe like strategy game Have a good one
Hello, I am need get done the simple puzzles pieces from vector to .obj with low polygons count, but not decreased quality. This should be done in several size groups from 9 up to 200+ pieces in one Unity3D scene, so knowledge of how to optimize polygons count of 3d object with no impact on quality is important. One group…
Too many polygons are actually bad in realtime engines because of how the GPU works. The pixel rendering circuits are grouped in four and some of the functionality is shared, so the hardware works on tiny 2x2 pixel pieces at a time. If your polygons get smaller than that you'll start to lose efficiency, up to a level of…
I'm wondering if there is anything to watch out for when normal mapping a double sided polygon, like for palm tree leaves, cloth, or something like that. Are there any special considerations when baking and working with double sided polygons or is it pretty straight forward?