Pixar releases OpenSubdiv :) http://graphics.pixar.com/opensubdiv "Maya and Pixars Presto animation system can take 100ms to subdivide a character of 30,000 polygons to the second level of subdivision (500,000 polygons). By doing the same thing in 3ms OpenSubdiv allows the user to see the smooth, accurate limit surface at…
I know its a "newbie" question but when I use standart select tool in max 2010 I have to select the whole polygon otherwise it wont let me select it. Is there any way to change it in to I only need to select a part of an polygon? best regards zelly
the poly count looks a tad high. Any progress though? "NPCs must have 2 LoDsLoD0 is displayed in the portrait and is limited to 3500 polygons LoD1 is used everywhere else and is limited to 3000 polygons or fewer ideally" - Dota2 workshop guildlines.
You'd have to have at least a 4096x4096 to have enough pixels to have just a pixel per polygon, assuming you could also have a perfect unwrap. so, yeah, you don't really need 14 million polygons for a bake.
Man I really like this one, I want one. Personally I think the contrast of the polygon surfaces is to strong, some of the dark polygons feel too dark.That could just come down the personal preference though. Nice work.
I think you could use more polygons on the big wheels because it looks like the lights on the top of the truck have the same amount of polygons as the wheels, whilst the wheels are much larger. Good luck, looks like a fun project :)
There's a lot of great things you can do with ctrl and shift clicking in max, experiment! :P For example, in edge mode, select and edge, then click Loop. Ctrl click on polygon or vertex mode, and it will select all polygons or verts along that loop.
This is the old method of doing it, pre-4R7. You can use the crease by angle for general creasing, and use Zmodeler edge creasing to fine tune it. Those 'funky lines' are the polygon facets. Turning off smooth will harden edges on all polygons when you subdivide.
The thing is Zbrush doesn't paint on UVs, so your UVs do not matter until you want to export it out. Polypainting pants directly on the polygons of the mesh, and each polygon is essentially a pixel. After you are done painting you bake the polypaint to your UVs.
Oh sweet! Thanks guys, I was thinking as I've been sat for hours, moving verts into place, creating polygon by polygon, 'there must be an easier way!' . I'll start digging now, thanks again. I will finish this 3 year old vapourware nali cow.