depends on the polygon budget you have, but i like doing this kind of stuff sometimes, it can be worth the extra 10 triangles or so to get rid of the flatness =)
why would you decimate anyways? your renderer surely can handle the polygons. And as for the viewport, you don't need the mesh to be rendered in viewport to be able to bake it.
Re-toplogizing is awesome like that. Sometimes I even start my meshes with just blobs of random polygons and surface meshes to get the form down, and then retopologize that.
Right-click on the viewport name, and select 'configure'. Then, go to Statistics and you can enable and disable polygon / triangle count from there, for the scene or scene and the selected object.
Can't open a 2010 File, but maybe these are hidden polygons (not hidden Objects, but hidden inside an edit Poly). These will be rendered although you don't see them in Viewport.
I haven't played with the quadrangulation as much as some others, but using more polygons gets rid of most of the spots you see. Others can be smoothed over.
It's truly awesome, I'm hoping for future handling of multiple versedriven clients, like blender, 3dsmax, and maya all sharing polygonal models with the same verse-server.
Hi) I am having a problem baking the height map. Polygons are visible on it. There is a screenshot of the problem here - https://drive.google.com/file/d/1Bwr85rRxLB_fFW4zu3mAviw4MK1MFcC-/view?usp=sharing
Hi, 3ds Max 2017 - box modeling. Rotating polygon scales edges in. How to rotate (to change direction) and keep exact scale? Or do you have to manually adjust vertex after the rotation? Thanks