I am thinking of making a model of a gun for a game for my job search demo reel. When I look at some of the highly rated works on ArtStation, it looks like they use several 4k textures on one gun, or excessive polygon counts for a game model. Certainly, if I use a lot of 4K textures and a high polygon count, the quality…
Hello everyone. I need help with UVW. Details by normal map are in certain parts of the head like mouth or nose in a bad quality. I understand why. It's because UV polygons are too small. Are there ways to set up same polygons sizes.
Is there a way to select all the polygons in my model and click a button and have it make each selected face its own element? Instead of having to select each face individually and detach.
Thread resurrection, 2017 ~SP1 - but I rarely use 'select by overlapped polygons', but found it no longer works. I get no polygon selection when there are overlapped polygons - it's like it was removed from the software completely.
MODO | Fixing Broken Polygon Normals This video shoes a quick way of fixing broken polygon normals in MODO. http://www.pixelfondue.com/blog/2017/5/1/modo-fixing-broken-polygon-normals
It's 2019 now. Though Maya has integrated Softimage's polygon reduction algorithm since 2014, it seems that the algorithm doesn't get revised. Is there any chance to know what algorithms were using for Softimage's polygon reduction? Is it published in a paper? When did it be implemented?
Hi Guys, So assuming I'm modelling in modo and hit the subd button and want a perfect circle. Should I be using a 6 sided polygon or 8 sided polygon if I want a perfect circle? Thanks