Hmmm, maybe a transfer attributes between a curve and your polygonal mesh ? This way you could use the curve to control the polygons. I'm not sure if you can constraint it to only a certain number of vertex however...
Hi, Here is my progress, detailing in Zbrush. This head model is at around 20 million polygons. I had to break the model up to Subtools, as 44 million Polygons was too much for a 12 gig machine.
I think I understand. When you are in edge selection and want to go to polygon selection but with those selected. Click CTRL+ (polygon selection). Let me know if this is what you were talking about.
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…
For the first environment, I would say get some bigger sculpted details to help your normals pop more. This will also help break up the lighting on the surfaces and help to contrast against the high frequency detail. For the manor area, I like the detail you have on the ground. The decals, leaves, and brick textures mesh…
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.…
Hate to post this seemingly simple question here but I couldn't find anything anywhere else. When I drag out a mask, all polygons in front of the model and behind the model are selected. Is there a setting so that only polygons seen by the camera get masked?
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.
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