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For cylindrical shapes I usually just do a planar projection, cut a seam, then unfold (UV Texture Editor Window > Polygons > Unfold) with a horizontal constraint, then a vertical constraint. You can try using no constraints but it tends to cause the shell to pop diagonally for no reason.
Ah, yeah far, thanks - brain spasm :) Polygons and verts are not cheap on consoles at all though, especially on XboxOne. Though it's entirely dependent on your game, framerate goal, etc. Things get tight VERY fast when you have to hit 60fps.
I am 100% convinced this is the way you rapidly get better: https://polycount.com/discussion/98654/super-summer-character-art-boot-camp Just stick to making 500 polygon 256x256 Diffuse Only texture models. Make one a week.
the holes in your mesh look like you haven't welded your vertices at that position or you have a hole in your mesh. happens sometimes when you cut polygons. post a picture of your base mesh and triangulate before, then it should be easy to see.
Hi! I haven't worked much with displacements, but assuming it's UV mapped, it should stretch with your mesh like a regular color texture would. With a UV map, a polygon always references the same section of the texture, regardless of deformations. Good luck with your project!
the one who asked me to do the models told me to use 100*100 textures, I didn't argue with him and thought he knew what he want, he is doing a 3D flash game with away3d. the number are polygons numbers. thanks.
I made the wall on my crappy laptop which can't handle as much polygons as I would like, I sculpted one stone and then baked all sides to a plane and merged it all together in photoshop so there isn't a high poly version really.
If Handedness = Polygon Winding direction, then I believe it depends. Our software derives tangents from the winding direction, but I guess that's not always standard, which freaks my devs out whenever they run across it (sort of like calling the sky Green or something).
It might take a while if you have millions on polygons, but still it's just a click, it does it by itself. You can even lighten your mesh with decimation master and "Keep Borders" and "Keep UVs" to make it faster and easier to work with within 3ds max afterward.