Fascinated by the spider-web generator, if you have the time and are willing i'd love to see your process for that. How do you bake it down? Surely the source mesh would be composed of very thin and kind of yucky polygons.
Hello , is there a way to detach a set of faces into an object from a bigger mesh and preserve the same normal orientations at the edges with the neightbouring polygons? Because everytime I detach , the normals get differently oriented. Or is there a way to unify normals after eventually? Thanks for any answer.
Hi, Can someone give me some hints on what typically causes a cloth simulation to fail with the over-stretching error? I have already reduced the polygons quite a bit - could it be the number of collision objects? Something else to consider?
Hey Guys, I hope you re all well and healthy! So just upon opening i noticed a strange artifact when applying alpha on a 2 Million Polygon plane. Im pretty sure I didnt get this issue in previous sessions.
Hey guys! I am in quite a difficult situation, it's hand in in the 20th and my peers are kind of useless on critiques. Please help me choose which texture works best with the existing crystals. Thanks for the help in advance. (BTW the whole whing is ~8000 polygons)
Finally, I can start taking this on. My previous project is nearing a presentable state. Starting off with some clay renders and wireframes. Working on the textures now! :) A question: The restrictions state 3000 polys. Do they mean polygons (four-sided)? Or triangles?
I can't figure out the problem here, both of them have almost the same topology, and unwrapped the same way, the distorded one have longer polygons. I tried some diffrente approach but could only make it better by inserting a loop, but maybe there is a better way to solve this?
Hi guys, I'm wondering if it is possible for a shader to know what vertex or polygons are being lit or in shadow somehow. I'm wanting to take that data and make a sort of "If statement" or mask which will be used to change between 2 textures depending on if its receiving direct light or in shadow.
Hello I have a small problem with a soft selection modifier in the rollout of a polygon model , When I select a vertice and I go to regulate the falloff I can only go in steps of 1 cm or above but can't go decimal or under 1 how can I fix that ?
A low poly squirrel (1,270 polygons) Student work. First time model an animal, so of course it does not looks professional, if you can give me some feedback that will be great. Might or might not unwarp and texture it in the future. Software use: 3Ds max