I can understand that the scale of tool and subdivision level determines polygon density. Okay, i first started working with dynamesh, and soon arised the problem that i had too many polygons too soon. Now, i tried keep off DynaMesh and just control my level of detail by division and subdivisions, but now zBrush requires…
Hi im wondering what the polygon and texture limitations would be to import an asset into UDK. If anyone could provide me with information or some links to a site with these details it would be great. Its meant to be a LARGE HERO PIECE btw.
Low Polygon Character Modeling Instructor - 3 month contract (The Dave School)The Digital Animation & Visual Effects School at Universal Studios Orlando (The DAVE School) is looking for a Character Modeling Instructor. The position will start out as a 3 month contract with maybe a potential to turn into a full time gig.…
Having this issue at work with a few things that have been planar mapped for their UVs. It doesn't always happen, but sometimes we get polygons that miss the texture. Any solution to fix this that doesn't involve re-UVing? Or is this just a visual bug in Substance Painter?
This is my first time exporting from maya into UDK. I have tried many things and I feel like I'm out of options. I am using maya 2010 64 bit and the actor x 2010 x64 plug-in. Here is what I've tried. - I have removed normal information in the mesh and export - I have averaged the normals and export - I have set the normal…
Just wondering if there's a way to extend the border polygons outwards, creating a new border loop? Basically the opposite of 'inset'. 'Outline' doesn't create a new loop, and 'shift+drag+scaling the border' doesn't respect the direction.
I'm having this strange problem with this model, it baked fine and renders fine with the viewport shaders in Max, but when I take it into UDK it flips the normals on one of the polygons. Here's what it looks like in Max: [IMG][/img] And what it looks like in UDK: Anyone have any idea whats going on here?
Hey guys, I made a helix/spring curve to make some wraps around a handle. Right now I'm snapping all the points of the curve to the polygon model by hand, is there a way to do this automatically with Maya? Thanks, Fatih
So what does it mean when I select my polygons and it looks like this? and what does it mean if I select polys and it looks like this? apparently there is weird shading on the pants, wondering if there is something wrong with the polys on the model?