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.…
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…
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
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.