daz: aah thanks, that way is much better. Ive been doing it in settings>preferences>polygons>polygon display. -tick show normals, make an object, untick it.. still got the normals sticking out of it.
Well, I've been modeling guns for years, and seen a lot of gun models, and usually in that polygon range there's a lot more detail and smoothness. It's probably those rails that are eating up your polygon count.
Hello I had a scan, few milion polygons, i "converted" this (retopo etc.) into a lower poly version of 10 000 polygon and Diffuse, Displacement (32 bit EXR) and Normals maps (the "standard one" - purple-ish :-) ). I deleted the original scan. Now i "discovered" that i would like to have also even lower poly version of this…
Hey Guys, Its Final Year at University :| We have to model a Hand held character model to the same art style as Darksiders 2, below are some of the criteria we have to follow Character limitations are as follows. (Counts are in triangles NOT polygons)1) Triangle Count of 20002) Character must be designed with an Action /…
hey all! so lets say you are making an environment, but your meshes are looking a bit flat and polygon starved. well rest easy! I'm here to tell you that the solution is not to add more polygons, but to put about 20-30 minutes more effort and attention into your normal map. lets have a look at some examples: this mesh is…
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.
I've never heard of using UDIMS this way, to have one continuous strip of polygons to go from 1001 to 1002. WEIRD! It looks like texture filtering issues. Trying to wrap my head around this, I'm wondering if you could break texture filtering in a setup like this if you clamped the texture, so texture filtering would be…
Reset Xform, yes. Also, in the Edit UVW menu Select, use the option that selects inverted polygons. If the UV is inverted then Relax can cause distortion. 3rd thing to try, there are three Relax options to try. Polygons, Centers, Edges.
well i have raytraced shadows from 1 omni light, 1 no shadows omni, skylight for AO, 14,300 polygon object sub-d'd x3 to 228,200 polygons. I think the raytraced shadows is what scanline is choking on.