looking nice for now. However, there are some problems. Those Armchair ´s legs are a bit thin (they look like going to break if someone sits there). Furthermore, the lamp's normals look strange (if you use marmoset try to flip normals). And another thing for the lamp is that the amount of polygons is not evenly…
So I rigged a low poly character that has a cape/scarf thing with a few controllers to fix penetrations issues. The scarf has thickness, and the problem is that in some poses the polygons on the underside penetrate the polygons on the top, creating some weird shadow issues. For now, resetting the controllers and posing the…
number 3 do you mean face centers ( instead of/or selecting by whole face? ) In which case: Window> Settings/Preferences> Preferences> from Preferences window: Settings> Selection> Polygon Selection> "choose either Select Faces with: Center or Whole Face" Be careful! Display> Polygons> face centers is a display reference…
What version are you using haiddasalami? I've had this problem for a while both at home and work. Are you talking about the "shade selected faces" color when using the "f2" hotkey where the polygons are filled? Only the outline of my polygons change color even after restart. I'm thinking this is only happening to a small…
I took another try on Houdini thank to video above. I am having problems with converting sky rig into polygons. None of the converter nodes seemed to work. Remesh, Convert, Convert VDB and others didn't work. So I tried to remesh sky rig inside the rig but I got this: I can convert cloud nodes into polygons without…
First question: What is correct way of unwraping this kind of models? Down is with relax by polygon angles and up is just used cylindrical map projection. Which one is correct? Also, in general about unwraping, is it important to relaxe by polygon angles because that looks most naturaly to me, or is it better to have…
If a vertex has been used? I don't follow. If you want to check if the trees are intersecting there are several methods but I'd say only the distance check is the easy one. 1. Distance comparison between pivot 2. Bounding Box comparison 3. Convex polygon intersection (check triangle against triangle)…
More work on the low poly. I realised that it would have been a good idea to give myself a polygon budget before I started. Right now it stands at 4,851. The number that I had given in my previous post was wrong - I was counting polygons, not triangles. I did a normal map test on the viewfinder and it turned out alright. I…
I personally think 3dsmax smokes maya in the baking department. But xNormal is a bit more capable than either of those. Especially when it comes to handling large amounts of polygons. Max and Maya have so many more things that you "COULD" do to those polygons but never will. xNormal doesn't even pretend to do any of that…
Hmm... I already knew this tutorial and it didn't really help me, I can't read the explanations and the gap between the steps is too big for me (he started with the head already done...) and he use a lot more polygons. But it's still interesting, thanks :) Finally I redone the model, with lower specs, and it's really…