R_fletch_r - In theory, yes, but I reckon you'll need a whole lot of tesselations to get a decent amount of polygons to dynamically grow an entire tree - and I think hair would be even more expensive (I think using splines will be feasible in the close future, though). It could, however be used in combination with a simple…
While technically (fairly) accurate, your modeling doesn't lend any insight to your modeling ability beyond placing primitive shapes. As in, it's all boxes and cylinders. Throwing around this level of polygonal detail I would at least expect some close up of custom model work of mechanical bits on the crane, for example.…
Grab the UV shell(s), to be safe do this in polygon with select element mode enabled (next to polygon button at the bottom left), press w, then type in 1 (or -1 if you want it to in the other direction) down here.
Not sure why you have done hard low poly optimization but using UDIM. If its a movie asset you can use way more polygons and get rid of those shading artifacts. For games UDIMs are still not very common workflow. It looks like you have not split smoothing groups where you have UV splits on hard edges like trigger area…
i have this tipe of shadows in my model its like polygonal or squre shadow i try use standard and photometric light but the problem still there, i try it flip polygons but i cant fix the problem thanks a lot for your helping :)
Alright, I just got an art test guideline and it states: "Structure polygon count: 5000. Please provide one LOD that is ~1500-2500 polygons." Now, does that mean a 5000 tri structure or does it mean 1500-2500? Any help is much appreciated. Thanks.
First time posting here, I created a stylized version of a Footclan solider from TMNT. I'm experienced in Zbrush but my texturing skills in substance painter are new i've only been using it for around 2 months now. i've been trying to improve but not seeing much progression if there is any tips on how to improve my…
I update script to version 1.3. Now you can sckip vertices, edges and polygons in RIng mode, and Edges and polygons in Loop mode. http://www.scriptspot.com/3ds-max/scripts/skip-every-n-th
You can mask things by UV island or polygon element to avoid bleeding. Create a mask on your layer, then use the Selection tool (4 on your keyboard) to paint a mask using polygon/element/uv selection.
not a stupid idea i believe it could be the next big thing that might replace polygons for many tasks - not just for modelling. being able to define a volume should help greatly with character setup, for example. polygons are such a hack.