Well since you are polypainting and most likely not planning to edit the texture later, why don't you use UVtiles? That type of unwrap unwraps each polygon, and since each polygon has a unique colour, it will be seamless.
This would be my first high-/lowpoly model and I found no polygon budget for the lowpoly weapon. If there is no polygon restiction defined in this contest, what would be your rule of thumb for 1st person view / 3rd person weapon?
Ah, with the bolts, and the triangulation you used, try to avoid that as it uses way too many triangles! Always think of the flow that poligons follow, and always try to use quads. A good guess, a good weapon should never be more than 1.200 triangles. There are also sizes where you can download models of characters and…
I dont know if a can ask for this here, but here i am. im making 3D models for a videogame about karts (like Mario kart...) but i dont know how much poligons (tris) must have every ship, the engine we are using is Unity. and the map/sircuit is goin to be a little bit large (at least larger than the mario kart's sircuits).…
It sounds like you want to use curves. You can convert any edge selection to a curve (Modify > Convert > Polygon Edges to Curve with a Degree setting of 1), then you can duplicate that curve and loft it as a polygon surface.
maya in vista works normally for me, but who knows.. check the custom polygon display dialogue (think its in display>polygons), and make sure all the settings are how you want then hit apply- see if that does anything?
the smoothin error on the turret comes from a polygon in "tension" try moving the verts around so the polygon is perefctly square. If its supposed to be curved or be part of a curved object you need to add in more edges to support the curvature
whatever you think its best for you... I would use zbrush to make a start and then use polygons snapped to it to make the bevels and such. I know ppl that makes it from scratch and start with polygons and they do it very well.
Thanks, I was missing the detail about the edge can only have polygon on one side. Now it worked when I deleted some polygons. That's an awesome solution as well. Thanks to both of you!
mmh. If you use modify->convert->paint effects to polygon it should convert the viewport mesh 1:1 to polygons(unfortunately to triangulated, no quad convert supported). I just checked, works fine.