Well, in game everything will get triangulated. That's why in gamedev when people say poly they mean triangle. Modeling in quads is really only relevelant if you are doing sub-div modeling or preparing meshes for Zbrush with no intention of using Dynamesh. Another thing to bear in mind, that usually the tri count is not…
"Show End Result" will hide vertices if there are no other modifiers on the stack. A lot of the time I have Symmetry/Turbosmooth applied, so I toggle Show End Result with a hotkey I bound, often without realizing it. Sometimes I do this to a new Editable Poly without modifiers, and freak out when I can't unhide them.
Hello Danshewan, Green seems usually indicate the boundaries of a particular group of UV's that are stitched together. It is possible that all of the faces have been seperated within Meshlab. Try selecting all of the vertex within the Unwrap UVW, then doing a weld with a very small tolerance, 0.01 for example. This will…
I've distributed the polys better, and reduced the number of polys in his arms/legs down to eight vertical lines in the legs and I think 10 in the arms. I know now that I need to form some muscles or something in the arms. But I wanted to post the poly layout first to see what you think thanks again, todd
It may just do what Crysis did and use the World space Z coordinate to create vertex based snow. And taking normal maps into consideration for some bitmap-based snow. Polyboost(graphite tools) has a tool that renders a vertice based image depending on its normal to a specific coordinate. I think it calls it a dust map or…
I guess it depends on what engine its going in, but some engines you're asked not to have more than 3 edges converging on one vertices, so in that instance, A would be better. However, you see much worse topology of non-organic models in shipped games quite often. The main thing is that it doesn't cause any messy shading.
Definitely overly wasteful? Do you have any suggestions on what I should be doing differently? Maybe I should be defining one long seam on the inside of the bone.. Seems like it would be super slow to click each vertice to split, especially on a 100+ bone workflow. Any tips appreciated.
You can't protect 3d real-time models from being ripped, period, end of story. When it goes to the GPU it's just a stream of vertices. Easy to intercept. Models have been ripped from games, and web viewers since forever. If you can't attack that, there's no use in trying to lock files.
@Eric Chadwick I have actually done that and, same thing, the unwrapp disappeared. I did not change anything with vertices or edges, just the smoothing groups. Do you think it would maybe work if I add an edit poly on top of the unwrap, and then another unwrap on top of that? Don't know if that's a bad idea or not.
I started a long time ago on 3dsmax 6, I just learned myself how to make models in milkshape (by creating 3 vertices's and connecting them to get a face:D, Ignorance is bliss) and someone came up with this most awesome program that would make my life in 3d space much easier