Ok thanks. It got better but it seems like I need more edges on the cylinder itself... I've already hit the polygon budget though with my leaves. Sigh, it looks better without normal maps on the pot.
Placing rocks and decided to sculpt the cliff tops in zbrush instead of just using terrain and seeing how the terrain textures will look on single polygons before I paint them (thats why they looks boxy xD)
So Subdivison modeling is no longer a thing anymore? I did read somewhere that they're still there, but, much like the Split Polygon Tool, is hidden and only accessible by script. Unfortunately, it didn't mention how to access it. Is this true?
Thanks Guys!! That helped me alot. For the 1st question problem was that i've gotted some hidden polygon in middle of that verts. So delete and cap helped. Anyway my two problems where solved. Thanks again. :)
Well, I hope I will pack all the available polygons right. I think сhivalry limits are pretty fat, I'm also working in dota 2 workshop and there is a luxury if you have 500 tris limit.
Hi there! I'm afraid you can't, because the items are not supposed to be modifications ot the original mesh, but rather extensions. They'll be applied over the base model in the client, so the deleted polygons won't transfer over. Sorry.
Hey, we are having a new bug in 1.4.7 When you use the high poly export script on a smooth mesh preview in Maya it flattens the model down to polygons and you lose your sub-d model.
Stoop_Kid - Thanks a lot mate, glad you like it! Snader - Yes, it was inspired in the Portal Universe!! He has the cube in the high res version:) Well yes! the wires were limited of polygons:(, thanks for your observation.
Since it seems like and item that would be displayed close to the screen I think you should have a few more polygons in the areas which are currently a bit pointy, such as the buttons, the camera thingy, and the corners on the left part.
I'm not sure why you're having that problem, but I'd suggest you'd be far better of retopoing your model than remeshing. You'll get a cleaner mesh and have polygon density right where you need it.