Everything is done! Now for some tweeking and optimising! Stands at 3682 polygons (tris) which means Im 182 polygons over my limit.. time for some cutting. Magus 7
looks a lot of poligons to the head piece, good luck on the lowpoly =] it is going really nice, the only thing that I would change is to have some more space on the side of the eyes, right now looks like your helmet is squeasing the head. It is probably hiding the eyes if you look from the side, some space there will…
Hi all ! I just have a problem that i can't fix. in 3D max When i drag a square to select my polygons it doesnt work exept if polygons are completly surrounded by the square. Does anyone knows where to find this option ?
You can't loop unselect in any version. I always loop select the edge/border, then CTRL select the polygon element button (it converts to nearest polygon selection).
Base model sitting at 686 polygons (triangles) for LoD0 with plenty of room to take it down to below 600 for L0D1. There are a few areas I could reduce and reuse those polygons in curved areas.
The most interesting is HOW and WHERE does SI store the polygon's "mirrored flag"? Neither Freezing nor any other operations (known to me) makes "mirrored" polygon normal! That's real question :)
1. used decimate to get it to 3000 polygones...like i wrote ;) ...but with the straight neck you are right ;) 2. done that with the smooth modifier i think it adds polygones if im not completely wrong :)
Read up on sub-d modelling practices, while not strictly needed for polygonal modeling the challenges they face and the solutions they use can be quite the education on how to create and manage shapes even with polygons.
Thanks for the comment. It was made for a class project, and we could only use 3000 Polygons MAX. I have an untextured one that has 20,000 polygons, that matches the ship in the picture.