I know that a degenerated face is as mentioned in this thread a 2-point polygon or a polygon which otherwise has close to zero area. Where on this mesh, which I'm getting a degenerated faces error; are there degenerated faces ? It's on a part of a mesh that won't be seen at all, basically, I may clean it up further, I may…
I usually select the polygons I want to map. Do an automatic projection. Under 'Polygons' in the UV editor pick "Unitize". Select the edges that'll be sewn together and use "Move and Sew". Then do an "Unfold" with a Vertical or Horizontal constraint on those uvs. Pretty quick when you get the hang of it for uving strips.
Hello everyone, This is my first post on polycount, and I'm presenting my giant ant-like game character I'm making. The only thing I'm left to do is add the hair fiber polygons. The character is about 12k-13k polygons (I'm aiming for PS4ish). Of course I'm open to critiques and whatever I can do to push the character…
Does exist anythng like dynamesh in 3dsmax?I didn't yet upgrade zbrush and I dunno how works dynamesh but Ihave seen how works remesh all in zbrsuh and creates a lot of more polygons , I always looked for a feature that allowed the fusion of two or more object into one remaking the topology and respecting the shape but…
Is it possible to create locally more polygons in some areas? I would like to increase the number of polygons on small details. That the grid was not so dense in empty places. I want to know how the option "Use Vertex Colors for Quads Desity" works? the plugin is installed on maya. overall it works great.
Yep, written by Guillaume Provost not me, he's just letting me host it. Some good threads... FAQ: Game art optimisation (do polygon counts really matter?) How many textures per model is too many? Some wiki articles... Game Rendering Primers Polygon Count
Polygons can have an advantage over maps as you often need large maps to cover those large surfaces. Larger maps eat up a lot of memory, so when you've got a dozen different cars and an environment it's often more economical to go with throwing more polygons at the object.
Thanks, I am glad it helped. There is a bug in the code. I assumed the center of the polygons is within the polygon face (as happens for meshes) but it is incorrect. I commented the test of the center of the face for now. I am going to fix it later. The script is still working anyway, just a little less accurate. Cheers
Most of your polygons seem to be in the two inset areas, and it really looks like most, if not all, of that detail could have been handled in the textures. 750 triangles seems very pricey for a generic wall section - indeed, the difference between the high poly and the low poly model appears to be ~50 polygons!
Hello! I think you have till now managed to translate the concept well in 3d. Keep up the good work! Please do not forget to model or texture the sheets of paper lying around in the streets of the concept, it makes your scene a lot more lively if they are included. I would also consider thinking about modeling this one…