We tend to think about polys when we should be thinking about verts. Verts matter more than polys. Verts are points in space and polys are surfaces between those verts. If you delete the poly but leave the verts its not saving much, to really get some savings you need to nuke the points in space. If you delete one face of…
I really like 3ds max, I only use 2009. Because as some other people mentioned I find 2010+ up cluttered. the UI doesnt make sense. I like the number of plugins and scripts available for max, the community is big and there is some really cool stuff on scriptspot. Also I use a lot soulburn scripts, that helps a lot. I…
Oxy: yup, the only reason I see that I'm doing that though is performance. I'm not using crazy hardware, which 3dc takes pretty good avantage of if you have it. I have an imac at home with 4 gigs and a 256 meg laptop graphics card in it. 3dc takes more advantage of graphics hardware than zb, so if I just want to sculpt at…
I cut my Real 3d teeth on lightwave. (first started on Infini-D way back on an apple 2e.) Lightwave has come a long way. It has some very strong points, I still consider it one of the "big 3" of 3d. Lightwave excels at face extrusion modeling, accurate detail modeling, such as cad visualizations etc, its sub-D system is…
Oh, took me 3 days, finally I got why does it happen. In case someone will encounter this problem: I had my lowpoly model with optimized wireframe. That means I had some places with huge stretched polygons. It seems that Mudbox needs fairly even polygon distribution to project paint correctly.
The quickest way to check is to grab a single vertex (in the UV editor) and Select>Shell Border. Yes Polygons>Merge Vertices is the same as welding. If you want to see the UV borders in the viewport, with the object selected in object mode go to Display>Polygons>Texture Border Edges (adjust border display width in the same…
You will always have a distortion. The reason for this is the way graphic card render&texture polygons. They squeeze a quadratic texture into a non quadratic polygon( basically two triangles). It's not like skewing in photoshop. ;) There is just one way around: more geo -> less distortion. But don't worry, even Forza 5 has…
In addition to Naz's comment I'd say you can get rid of some polygons in the regions showed in the image below. I'd also say there are quite alot of polygons in the top hatch, but I can't see it clearly enough, so I'm not sure if they're necessary or not ^^ Besides these things, I say it's looking nice :thumbup:
If you want to extrude without too many hiccups, you would need to convert the shape (spline to polygons), extrude the polygons to your liking ... and finally delete the faces to make it appear as if everything was done as an extrude, (hollow it out so to speak). This is only a general way of doing it. You could also use…
Thanks for the feedback, I took out a lot of the unnecessary polygons in the face and roots, and moved the polygons around in the branches to make the curves look smoother. I have to re-do the uvs, but here is how the mesh is looking now. Thanks again TheSplash, I'll post a close up of the normals as soon as I get the uvs…