Xvid and X264vfw, video codecs that xnormal uses to record inside the 3d viewer? Alt+middle mouse = rotate Hold middle mouse = pan Scroll middle mouse up/down = zoom in/out If you press E with a slected object, vertex, polygon or edge, you will then rotate around that selection. Those should be default shortcuts.
I’ve completed the modeling of the first driveable vehicle! Now on to texturing! I overshot my 1200 triangle limit by about 30 tris. During alpha I will more than likely be trimming the polygon counts for models and the environments to help with performance, so I’m moving forward. [ame]…
CraigClark - you're right, i spent many polygons in a damn belly button! lol About arms i tried to construct better flow for animation. At the en, i confess that biceps won't be animated! hehe This model was finished, but the next character i'll take care for these details. Thank you for your tips, man! All the best!
Polygonal Modeling: Basic and Advanced Techniques By Mario Russo https://books.google.com.au/books/about/Polygonal_Modeling_Basic_and_Advanced_Te.html?id=kFF-5_HO72oC&redir_esc=y I still refer to his book when sub-d modelling after all these years for revision and another tip, as with anything creative you never stop…
If you're getting no UVs from OBJ format, it suggests that some polygons have no UV coordinates. With OBJ, UVs are all or nothing. That might explain the strange UVs you've got there via FBX. There is an issue with FBX UVs that I've bugged and should be fixed in SP3... but it results in too many UV splits, rather than too…
Looking awesome so far Alex! Just a small critique on the chainmail - maybe make the links a bit larger and more evenly sized. You can do that by adjusting your base/placement polygons. Also NanoMesh is fun and has a whole bunch of ways to edit and add variation. The pierced swords and arrows are a nice touch!
This happens for me, after I imported the FBX files into 3ds Max 2013. It's giving me strange fallout shadows on my mesh. Right in that scene I converted it into other editable options, then it fixed the "...invalid normal" error. But now it render the texture black. Maybe it's just me, because I thought the polygon got…
i see a bunch of edge loops that could be taken out without much quality loss. and you could invest those edges to make the hanging cloth less blocky. in general you spent lots of polygons on tiny trims. normal map can handle them just fine, there's no need to keep them all as geometry.
However many is needed in order to maintain the silhouette and major details, taking into account how closely you'll view the object and how often it'll be seen on screen. It also depends on what you're building too. Mobile? Console? VR? There is no generic answer to 'how many polygons is good' since there are too many…
Normally, you want to have complete control of your low poly mesh, this is what people are actually going to be seeing, and where optimization really matters. So people will model the low poly mesh without smoothing it later. This gives that artist more control, and they can make sure they are wasting any polygons or edge…