I am still trying to learn the ropes of creating good assets that will work properly with game engines and noticed that a lot of artist use smoothing groups when modeling low polygon models to save polygons when making rounded surfaces. I was wondering if I should start using smoothing groups when modeling my low polygon…
Well, they basically let you split a mesh into several independent objects. One benefit is that zbrush allows each SubTool to have as many polygons as your system can handle. For example, if your system can handle 8 million polygons for one SubTool you can have a model equal to 32 million polygons by having 4 SubTools of 8…
What is the day today? Either I just don't know English well, or I get answers unconnected with each other all today's day. And about normals - theoretically, polygons can be without normals, but then the polygon doesn't be illuminated and viewport doesn't display that. However soft for polygonal modeling will see point…
Since this is a topic about n-gons, can someone tell me which topology is best (for games)? A: 37 Polygons, 70 Triangles, 37 Verts B: 26 Polygons, 68 Triangles, 36 verts C: 32 Polygons, 68 Triangles, 36 verts D: 35 Polygons, 68 Triangles, 32 verts
Maybe I'm a wasteful heathen, but I wouldn't lose any sleep over 2k polygons. I do, however, dislike how the polygons are distributed. The chains take up so many of the polygons, while the chandelier itself is pretty jagged. I'd do what Shabba said, and use a tiling texture on some planes for the chains, and add some more…
You need to incorporate UV pinning. With that, Maya can unfold shapes like that perfectly and in an instant. There is an option for it in the unfold settings (if you are using 2015 and later you will want to change the method from Unfold3D to Legacy) and you'll see it's already set to pin unselected UVs. If you don't know…
I think a lot of what you are running into has to do workflow approach, and just how you digest a shape mentally before creating it physically. I have horrible issues working with nurbs because of how I think about an object, and how I want to manipulate the surfaces in front of me. I think about modeling from a polygon,…
So I am noticing that a lot of the professionals out there show triangles rather than polygons. I understand that one polygon is made up of two triangles, and I know that game engines deal with tris better than polygons. Therefore, what happens in the modeling process when modeling in polygons then ending up in triangles.…
thx bro, I know his videos,actually I owe him a lot because probably without, I wouldn't even know of the existence of world machine xD Started roughly sketching some terrain,I put a udk model & a checker to give a sense of scale,later on I put here the video,is uploading right now. The map actually is kind of huge,but…
I think the trouble is the use of the term "SubD". What we generally mean is a polygon mesh that has been subdivided (aka "smoothed"). It remains a polygon mesh, just with more polygons and averaged vertex positions. It's not a true subdivision surface. To subdivide your mesh, use the mesh>smooth option, or hit "3" on your…