Good work, Jason. I agree with Bek. If I were you, I might use polygons for 3D silhouette. If the polygons don't change the silhouette, don't hasitate to delete it. :)
The Lamina Face option somethime is a bit buggy.. instead of checking as first option "cleanup matching polygons" use "Select matching polygons" and than delete it manually.. should work..! ;)
usually the shell would be less dense and a lot of polygons are spent on headlights, wheels, interior and stuff instead. But in this case it should be no problem since it's not a game model. Just keep in mind: more polygons ≠ better !
Hello, for the Character Art low-poly models, what should the polygon limit be? Thanks. We are not giving hard limits. We just ask that you are being efficient and make every polygon count.
Yes, 38000 is too high. How to save polygons: do not make 1 ribbon per stick, put several sticks on one ribbon. You should not make every leaf on a separate polygon.
Thanks for the help! I'll just continue working as I always did. This issue it's not annoying at all. I remember we talked about transparency overlap in another topic I started... Anyway this one is an Alpha-Test case, and not Alpha-Sort, so it will be just fine. Man, I think I will be famous here as the man who had…
Is there a way in Max, or a script to isolate polygons on their own to work on. Ie. select the polygons and then hide the rest? I know it can be done by detaching the polys to their own object (and isolating it) but I want them still attached. Is this a feature available in other software?
Hi guys I have some problem about Normal map. This is my situation. this obj file is applied normal map, but each polygon's shadow appears.. how can I disappears this polygon shadow?? pleas let me know
^ everything is a triangle. Ngons and quads don't really exist. :# You are in Max there anyway. Which knows what a polygon is. You have complete control over all this stuff, especially the triangulation of polygons, be they ngon or quad
Thanks jesse,implemented those suggestions,model is now 1216 tris,589 polygon. andi think i mixed up the two last time, it was actually 1312 tris not polygons.