Hi ! There is in blender an addon called F2 and with this you can create a polygon from one vertex selected just by pressing F on the keyboard...in C4D is true there are polygon pen but when its extrude a polygon from a selected vertex or selected edge it place the polygon weird and not following the direction of other…
So I am noticing that a lot of the professionals out there show triangles rather than polygons. I understand that one polygon is made up of two triangles, and I know that game engines deal with tris better than polygons. Therefore, what happens in the modeling process when modeling in polygons then ending up in triangles.…
What is the day today? Either I just don't know English well, or I get answers unconnected with each other all today's day. And about normals - theoretically, polygons can be without normals, but then the polygon doesn't be illuminated and viewport doesn't display that. However soft for polygonal modeling will see point…
Since this is a topic about n-gons, can someone tell me which topology is best (for games)? A: 37 Polygons, 70 Triangles, 37 Verts B: 26 Polygons, 68 Triangles, 36 verts C: 32 Polygons, 68 Triangles, 36 verts D: 35 Polygons, 68 Triangles, 32 verts
I am thinking of making a model of a gun for a game for my job search demo reel. When I look at some of the highly rated works on ArtStation, it looks like they use several 4k textures on one gun, or excessive polygon counts for a game model. Certainly, if I use a lot of 4K textures and a high polygon count, the quality…
triangles are polys too hehe, polygon isn't the same as quad... you could have a polygon with a hundred vertices, and just count as 1 polygon. So you should go for tris, no one gets owned that way.
Yeah, I never understood why you can shift+move edge to create the next polygon, but if you use shift+move polygon, it doesn't extrude, but just detach the polygon, I find that kinda stupid.
It looks like they're just extruding the edges of a polygon, not an actual curve. You can do that in maya pretty much the same way, make a polygon of the eye shape and then extrude the edges out. Then delete the original polygon.