hi! i'm new on thread. just a question, how do I move the pivot point during the sub object mode. for example, If i selected 5 polygons, then the pivot will go to the center of the selected polys. but what if I want to just put it in the end of the 5 polys that I selected.
I'm curious; I know that these games are flash games and I know that flash is heavy on vector objects but I was wondering if anyone has tried this style inside of Maya? I wonder if you can make 2D-ish characters using only polygons (ie: vector style).
This is my high polygon model for the T 34 sitting at around 2Mil tris, Am looking for some critical responses and any criticism is appreciated: This image is off my low poly model so far: 17095 Tris. Any help is much appreciated, Many Thanks
When I try to bake ID map in Substance Painter it goes out completely black. I tried obj and FBX formats. I tried detaching all polygons with different material ID's to different objects. All this in 3ds max. The rest of the maps (normal, cavity, AO) are baked properly.
Hi, this is my first environment, hopefully it will be easier to get into the industry than with character stuff. Any help on how I can improve it will be really appreciated. 5075 polygons. 14x 512 maps, 1x 1024 and 1x 512 by 256. Made in Max, no lights. the 1024 is the road. The model is based on a photo.
Tiles , sltrOlsson thanks for reply guys :) Yeah, know there's a tons of questions like "how many polygons?" and basicly there's no simple answer. But i was hoping what "prototyping" wouldnt be a only trick =) And yes, im currently try to dig into analyzing similar projects.
If clothing is covering spots of the body, I'd advise when retopologizing to just not retopologise over these areas of the body, as they will be unnecessary polygons. However, do be aware to not cut the topology off right where the sleeves/clothing ends, as this may show when posing the body.
You can pre calculate the amount of steps needed based on the scene depth and then they play nicely with polygonal stuff. This is described in this article of Ryan: https://shaderbits.com/blog/creating-volumetric-ray-marcher This can work with solid things as well.
This is the triangulation that is causing the artifacts. You will need to change the sampling settings at export so that you do not get really long thin triangles. I use Moi, but same issue when converting to polygons. There should be a max distance setting.
That dome is such a center piece that I would give it as much polys as needed to not show any edges. Polygons are hardly a problem anymore, so give the dome some more! :) Everything else looks lovely so far! Great job!