Polygons are polygons; regardless of the program. ZBrush doesn't average the vertex normals, but if you import the mesh into another program there shouldn't be any visual difference.
You also might want to look at the polygon flow on the "stretching" areas - they may have longer, thinner polygons causing the noise to be longer and thinner.
nope thats max, it sorts the objects (not polygons, polygons inside an object is another thing) in order of their first creation, sounds crazy and yes it is o_O
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