You need to learn the basics of Blender polygonal editing/modeling, then move on to learning its sculpting and remeshing tools, which are what you need for the fixes you mention. Of course there are other software allowing you to process scan data, but since you specifically mention editing details then you indeed need a…
Convert displacement to polygons derived from a displacement map on the mesh. You can't simply run convert displacements to polygons without first converting the mesh to a subd mesh, followed by converting the subd mesh to polygons in maya which gives you the dense geometry required, then and only then can you convert…
Hi, I am a student as well and I also study
3DS Max. I am not sure but I think you just go to polygon mode and select a
part of polygon you wanted. And then you go to the polygon: smoothing groups,
you will be able to see the box with numbers from 1 to 32. You just select a
number of the polygon smoothing groups or match…
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Interested in working for an exciting company that is redefining the way people play video games? Interested in working for a world class company in a fun, and rewarding environment in Madrid? Then Gameloft is the company for you! Gameloft Madrid is currently seeking experienced 3D artists specialized in vehicles and…
That's the Spring (horribly unoptimized RTS engine) forums, they're holding a modeling competition to get some freely available models for all mods and this Optimus Prime guy claims that the polygon* limit of 1k per model is way too low (keep in mind this engine does not support LODs) and that it should be raised to 8k so…
KMac - That is why you have a low polygon mesh to apply the normal map from the high polygon to the low polygon. That's why you should have sculpted on your low polygon mesh, whether in Mudbox or zBrush, baked out normal map from high resolution, then you simply apply it to your low resolution. In my opinion; I would go…
I'm sure many of you have encountered where you have polygons that are non-planar, to some they wouldn't care. Moving those polygons along an axis will deform the object, not a desired method. Usually those polygons will simply require slight movement; doing this manually causes a domino effect whereas other polygons…
MODO
| Polygons to Curve Cage This video walks
through generating a curve cage from polygons in MODO. There are many tools
that take advantage of curves in MODO so be sure to explore the endless amount
of uses this tip can be used for. MODO | Pushing Points
Polygons to Curve Cage This video is a quick introduction to the…
I'd like some clarification on this too. In an ideal multithreaded context with every single polygon being handed out to a different GPU core the draw call completing with the last polygon is rasterised it'd take as long as the biggest polygon does to draw. However, I doubt polygons are "truly" multithreaded like this…