I don't think that Polygons just means even-sided.. er.. Polygons. This site seems to explain it pretty well : http://en.wikipedia.org/wiki/Polygon#Naming_polygons
I am new to the 3d field , learning maya at present. I am trying to develop a script , one of the module aims at separating smoothed polygonal objects. i am having problem in separating the smoothed polygons , though i have stored all the polygons in a an array. Need help with it , plz help me.........:(
Hey guys. I was just curious if there is a difference between the polygon component called "Face" (Maya only?) and a "Polygon"? Or is this just two different words for the same thing? Within Maya they always refer to the surface component of a polygon object as a "Face", well except in some menus where you actually find…
Any list to view polygons per edge/vertex count in Blender? Meaning, a list where all 3-sided polygons, all 4-sided polygons, and all 5+-sided polygons of a certain object are listed separately and (best) can be selected from?
Hey,for a game which one is preferred polygon or triangles and how to do that. i am using unity right now. Whats the count of polygon or triangles of assets for aoe like strategy game Have a good one
MOD AR-15 Assault rifle Hi everyone, this time I want to share with you the process of creating MOD AR-15.I started modeling my assault rifle in Fusion 360, I like this program very much and I like CAD modeling in general. I used blueprints and other references to build the model. The process was fascinating, probably one…
Hello! I'm fairly new to 3Ds MAX and don't really know all the options and shortcuts yet and I've ran into a small hiccup. When I go into the select polygon mode, it doesn't select the whole polygon anymore ( it doesn't become pink) but it looks like the edges around the polygon are selected instead. The polygon still gets…
Hello all, I have a quick question about render times involving polygon count and shaders. How does polygon count and shaders affect render times? From what I have researched so far, my conclusion would be that shaders are multiplicative in terms of render times as it does calculations on each polygon. What I mean is that:…