You'll want to Cut square holes out of the front wall. I count eight separate windows, plus you probably want a door. I don't have Max open to verify settings but... probably the easiest way to make the holes would be to select the top and bottom edges of the wall and open the options dialog for Connect. Choose 8 segments,…
The in-built polygon reduction is designed to leave as much flexibility in reposing the model as possible, for the purposes of animation and such. Once you are satisfied with your animations or new pose, further polygon reduction can be applied. The textures may or may not be suitable depending on the use of the model.…
I'm going to be very optimistic for a moment here. Let's consider the possibility that in 4 years from now, they will manage to put together a full rendering pipeline that includes the following: 1. Full support for static lighting that doesn't look like ass. ---a) This means different copies of the same asset can have…
The nature of these comments can completely change depending on how we look at things. Just because a system can push a certain polycount, does not mean that artists should fill up the quota just because they can. There is still a need to understand how to use polygons efficiently, so there is room for the hardware to…
Sorry for the late reply, your tag didn't come up in my notifications. Luckily what I said has already been explained but I'll respond directly: A functional edge/polygon is one that keeps the shape of the asset. As @Larry said, if there are lots of edges/polygons in the middle that don't change the shape of the asset then…
Consider that a boolean-heavy workflow, so popular today for hardsurface work, and popularized in no small part by myself, is largely imitating a CAD environment with polygons. Defining matter additively and removing it subtractively is at the heart of all modeling in any environment, but only in polygons do we have to…
Actually, phong-edge breaks are more flexible than Smoothing Groups. Smoothing Groups define edge-breaks at a per-polygon level (at it's lowest), but phong-edge breaks are defined per-edge (although the effective/usable results are often the same - while you might just have a single edge-break in the middle of a seam of…
Degenerates are not really a single problem, but a class of problems. A polygon can degenerate when it distorts or twists on itself. For example, imagine a quad twisting so much that it looks like a bow tie. You'll simultaneously have the front face and back face visible, which is wrong. That could be considered a…
Hello people, A few months ago I built my own proprietary 3D engine in AS3. I built it purely to make games. And because it's proprietary and I don't have to factor in usability etc I focus 100% on speed. Dilligently. The results are good. It's significantly faster than commercial engines like Papervision, and actually…
@kanga That was actually super helpful! I wonder if in that case, 5k polygons per person is suitable. If all 50 people are on the screen for whatever reason, that would be 250,000 polygons just for the people. Then there is occlusion culling, which should bring that number down or perhaps Zooming so far out might not be…