Add an Unwrap UVW modifier. Open the Edit UV window. Go into Polygon mode. Select menu, select overlapping faces. Collapse the modifier stack. Enter Polygon subobject mode. Delete.
Better fix the "Plam" tree and "polyson". If you're saying "tris", I'd honestly drop the word "polygon" altogether. The crate's top seems really deeply set...and I think the textures overall, on all of the objects, could use a lot of work. Why does the palm tree have a photo texture, when it's clear it's the only object…
I think it might be worth running a polygon relax feature in your respective 3D modelling program. Right now there are areas around the mouth/lips and under the nose where the polygons are too rectangular. Its easier to sculpt with polygons that are as equilateral as possible and they deform better when subdivided. Whilst…
Thunder Cloud Studios has a great looking tool for generating and controling hair from polgons "GMH2 (Geo Maya Hair 2) is a more advanced version of GMH script, specialized in hair modeling & stylizing. User can easily model complex hair styles using traditional polygon modeling method and convert to Maya Hair using GMH2…
Hi what's the best to make a low poly version of a high poly model in zbrush? I have tried decimation master , reduced the mesh polygons from 4 milions to 700 k then imported in topogun beta demo and I see I lost a lot of the details , so I was trying the inzbrush tools for retopologizing and when I try to create ther…
mini rant :) something I'm working on put me on collision course with Collada ! dear god it's effing awful.... who ever created it didn't know anything about 3d models and didn't know anything about xml absolute dogs dinner of a format. Think they looked @ obj and though yeah we can do worse than that :/ . Interleaved face…
Hey I just want to address mudbox's new features, specifically, combining normal and bum maps into one normal map. This is a great feature, because it allows you to combine path precision brushes to normal map detail specifically for video games or any other 3d application. Here are a couple examples of the differences.…
Its probably Zbrush's popularity and its extreme ability to push around so many polygons. Everyone expects all the other softwares to be on par with it(you cant go back from that), to compete with it they have to emulate it in some ways. I mean with 3DCoat which is a totally different approach to sculpting they get tons of…
I am thinking of making a model of a gun for a game for my job search demo reel. When I look at some of the highly rated works on ArtStation, it looks like they use several 4k textures on one gun, or excessive polygon counts for a game model. Certainly, if I use a lot of 4K textures and a high polygon count, the quality…
http://i1182.photobucket.com/albums/x456/Tom_Elgon/Untitled-1-6_zps8dc8a3b0.jpg There are a couple of things I reckon you should change to make this mesh a good candidate for Zbrush. 1. The edges travelling up the back make a dogleg above the buttocks. It would be much better if the lines of edges flow in straighter lines…