Is your selection tool ignoring the backfacing polygons? If you flip the model 180 and add those two 'same' faces to the current selection, you should get your 4.
2 hr just by correcting this 1 part . Correcting as perfect as possible * the white edges * Is the polygon correct now ? Evenly spreaded and no ngon ( Still have tri for sharp point )
Hello everyone! I have a question. When you treat the subject has a lot of polygons (in zbrush). But Dota 2 takes only 400. How do you optimize a model?
Hello everyone! I have a question. When you treat the subject has a lot of polygons (in zbrush). But Dota 2 takes only 400. How do you optimize a model?
Hello everyone! I have a question. When you treat the subject has a lot of polygons (in zbrush). But Dota 2 takes only 400. How do you optimize a model?
@LEGI easiest way is to duplicate faces that you want to make back face for. Then flip their polygons. In 3DS Max there is flip in editable_poly face tab. I don't know about other software.
Yep, Polygon limits means tri count, a poly is a poly :D And I think LoD0 are also used in the Hero Preview when picking heroes in AP for example, or when customizing your hero.
No, I am not ignoring backfacing polygons. I actually rotated around and selected Verts, polys and edges, and came up with a total of 2 polys each time. The texture is also a mirror replicate of the opposite side.
There is a way to do it, though. The default Sniper and Windrunner capes both have single-sided polygons and import as double-sided - I'm just asking people who have already successfully imported a Windrunner cape.