New Update http://www.digitalfossils.com/Download/NVil-Feb-19-13.rar Summary of changes: * Executing 'New Scene' from top menu did not work in previous update. * A bug in polygon create undo is fixed. * 'Polygon Optimizing' is automatically performed in 'Create polygon from clicked points' operation. Thanks!
Select your edge loop than convert it to vertices with Edit Polygon>>Selection>>Convert selection to vertices. Then you can use the Polygons>>Average Vertices tool which has a similar effect as relax UV. Or with the vertices selected you can use the Edit Polygons>>Sculpt geometry tool set to Smooth.
The kind of z-fighting you get in modern engines isn't the same thing since the zbuffer is per-pixel. The old problem was where entire polygons would draw in front of the other polygon. Now you might get a checkerboard type of z-fighting - it was impossible for only half a polygon to sort badly.
I don't have Maya loaded so bare with me. "When I hit the 3 key, it turns my polygons into sub division surfaces; right?" Absolutely not, its stay a polygon no matter what button you press [1], [2], [3] ... only "convert to" will convert polygon to subdivision or NURBS.
If you use non-uniform scale outside of sub-object mode, it's going to distort the local transform space of the whole model. If you need to scale stuff, best to do it on the sub-object level: Vertex, Edge, Polygon, Element, etc.
For the first image, I'm not sure whether you are using Extrude with a curve, or the Bridge tool with a curve. If you are using Bridge (and you just may want to for that specific example) you can adjust the Bridge Offset attribute until the polygon twisting is resolved. For the second image, there is a tool call Wedge or…
actually it paints per polygon and not per pixel. if the density of your polygons is lower than the density of pixels on your uvw map, then that's why it will come out pixelated. for example, if you're only subdivided to say 400,000 polygons, your polygon density might be 1 vertex per 8 surrounding pixels at 2048*2048…
thats a lotta polygons! anyway, theres a lot of loops you dont need there, the pipes dont need to be attached vertex to vertex to the main body, so you can just have them intersect thus saving polygons. on the bottom side which is flat, you shouldnt use a central vertex and have all the sides end to it, using polygons to…
In Max, open your uv editor map. On the map there is a pull down menu to "select inverted polygons" or something like that. Select them. Manipulate inverted polygons by flipping, or moving by each polygon. Fix them until no other polygons can be selected as inverted. Export your FBX or obj again and use that in Substance…
Hi! I wanted to redo a model I made some time ago, but whenever I use undo the polygons changes colors and looks wierd. Is it flipped normals or something? http://imageshack.us/photo/my-images/191/wtfle.jpg/