Has anyone got any idea on how to veiw polygons as sprites in 3dsmax? just so that the polygon is always facing the camera like with 'oblivion' trees for example. Thought there might be a plugin or something but I just cant seem to find one. oh and btw, wtf happened to polygon counter in max9?
New Update http://www.digitalfossils.com/Download/NVil-Mar-08-13.rar Summary of changes: * Cut tool is improved. The operation can carry on between Click-Cut and Drag-Cut without disruption. * Three minor bugs are fixed. Thanks! MightyPea: The edge highlight bug is fixed. As to the file folder address problem, I can't…
Good job, thank you for the post. it definitely gives me the vibes. i think small stones has way too many polygons for the space they cover. Also for the unique staircase parts you could use the trim sheet and maybe kept the bevels other than whole knew textureset. these are small changes but might add up. the candles and…
So, I'm constructing a sci-fi gun for my space marine. I just finished baking the high polygon mesh and added a basic color. Just wanted to get some feedback before I start on the diffuse map. This first image in gray is the high polygon mesh. The second is the low polygon with the normal and an AO map. Thanks! :)
It depends. It always depends. http://www.rsart.co.uk/2006/11/20/how-many-polygons-in-a-piece-of-string/ http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/ http://wiki.polycount.com/PolygonCount?action=show&redirect=Polygon+Count#Typical_Triangle_Counts
Mesh works with triangles. A triangle is a 3 sided polygon. Poly works with polygons, with any number of sides. Internally, each polygon is still made from triangles, but the trianglesness is hidden from the user. Instead of seeng a square as 2 triangles, they see it as a square.
Each toe has as much, if not even more, polygons than the rest of the foot. I'd guess that this is too dense. As far as I'm aware of it you want to get an even polygon distribution over your whole mesh. Meaning that smaller details have less polygons and vice versa.
Zbrush and Maya simply display polygons differently. You have two identical decimated models. If you want it to look better, then, you'll have to up the number of polygons... For an object like that I wouldn't be too shy with polygons, Maya can handle a lot :)
Ok. I remembered that once time I fixed this problem with splitting all of my polygons of this mesh. This time ... it didn't work. I kinda get crazy. They are not connected polygons and they still look like everywhere are softedges. But if I move one polygon from mesh, it looks like this: It is ridicoulus ...
You can select polygons by vertex count. On the right, go to Lists > Statistics > Polygons > By Vertex > hit the little + beside 2, to select all 2-point polygons (or enter the command "select.polygon set vertex psubdiv 2"). Then you can just delete them.