The biggest problem is, solid models and nurbs are mathematically complex, whereas polygons are mathematically simple. It's all about speed. And translating it over to polygons is feasible, but can be time consuming.
I wrote one huge message yesterday but looks like it`s being processed/moderated...so here I go again: First of all thanks for the fast replies, but I still have some dilemmas: @STICKADTROJA from what I understood from the link is that the 3 rules of thumb are: 1. Always have enough polygons on the low poly model 2. Try to…
Display -> Polygons -> Custom Polygon Display... -> edges (x) only hard edges Smooth your whole object and you have no wireframe. The only way i know. :poly122:
You can't extrude polygons along a NURBS curve in Maya. You can only extrude NURBS surfaces along NURBS curves. Convert the polygon into a NURBS surface first.
sorry me, I mean that if for example there are 10 objects with 100 polygons each and 1 object with 2000 polygons, what will affect mostly on frame rate ? @[HP] - thanks for reply
Don't have 2008, but in 8.5 it was under Polygons > Color > Toggle Display Colors Attribute. In earlier versions it was under Display > Custom Polygon Display Settings> Check Color in Shaded.
I just recently got back into ZBrush, and have been trying to apply UVs to an existing ZTool. Despite following tutorials precisely, the normal maps I export out of ZBrush always have a sort smoothing error on each individual polygon. It almost looks like each polygon's UV coordinates are flipped or rotated, not so much…
Hello everyone, Thanks for clicking here I am working on a medium - sized, stylized environment and thought I`d share some early stage screenshots. The idea is to create a very atmospheric forest scene where colors, lighting and silhouette dominate instead of low - frequency details. I will be using normal maps and the PBR…