This is cause when you use direct X driver and not openGL, to fix it just go to , Preferences--> Viewports ---> click on choose drivers botton then enable Redraw scene on windows expose, for big scenes polygons count, disable it or it will be problem when opening the scene or rotating it...
You can use polygroups. At the lowest subdivision level of your mesh, define multiple polygroups by isolating polygons and using the 'group visible' command. Once you have finished with polygroups, press the 'groups split' button ('tool' > 'subtool' > 'split' > 'groups split').
I'm changing the material id from element/polygon mode.... And my modifier stack is empty. I found a temporary solution and that is dragging the material from the MSO to the object itself... It doesn't change the objects actual ID, but I don't give a shit at this time.
STLCheck= no errors Attaching box then deleting polygons = doesnt work Its almost like you cant urbosmooth a imported model :/ I could just model the scope again but i kinda would like to fix this so i know for future reference.
Time for another update, this time the Oil Pan, fully functional. Final polycount 132987 polygons, zero ngons. High resolution: www.thiagoscg.com/images/Oil_Pan_01_5760x3240.png www.thiagoscg.com/images/Oil_Pan_02_5760x3240.png www.thiagoscg.com/images/Oil_Pan_03_5760x3240.png…
recently started to make a set of my friend's concept but I found a severe restriction in polygon limit. but no matter what I do now is amazing ult. uoltraaa epicz custom revedzh during which fish will look right into soul of your opponent ...
I think optimization looks fine, I think maintaining quads is better for the bake, rather than triangulating everything so save a few polygons. Remember that you may need to add some geo to get a better bake after the initial tests.
The jeans look really photo-sourced. Obviously, the whole model is photo-sourced, but the jeans in particular stand out as looking too much like a straight photo slapped onto polygons. Maybe some more lighting/shading work on them would help?
[ QUOTE ] I guess you missed the soft stencil buffered character shadows, very high polygon models and textures, per pixel shaders and normal and bump maps all over everything then? [/ QUOTE ] CoD2 doesn't look like that here. Not in DirectX9 mode.
Slice in the center of the curved roof/chamfer so you have 2 edge loops / extrude extrude polygons inbetween those edgeloops. Pretty straight forward, it doesnt need to be complicated and simply trying different ways usually rewards us quicker with answers.