its counting polygons not triangles in properties. You should probobly be using the polygon counter in the utilities tab. It can count triangles or polygons.
Hi! [TLDR: Tree's shadows break when masking out polygons that are perpendicular to the camera by multiplying the opacity mask with the Dot product of Camera Vector and Normals that have been calculated using DDX and DDY (as the tree has edited vertex normals). Shadows work when using Pixel or Vertex normals instead of the…
I am looking for a tutorial as indicated in the title. The most important thing is the way the clothes are made. In particular, we are looking for tutorials where the topology of the body and the clothes fit together as much as possible. We are not looking for something mech-like like a stormtrooper. We prefer Maya…
It was either in: - Display > Polygons > Custom Polygon Display Options (Effect All) - Window > Settings/Preferences > Preferences > Polygons One of them did the trick.
Basically yes , because its already a seam for a videocard and every hard edge is a split edge doubling vertexes along it. Yet not every UV seam needs to be a hard edge and you don't have to always do hard edges along beveled edges. Google and try to understand face weighted vertex/split normals or ask chat GPT? Shading of…
Polycount for anything really depends upon platform, genre, and size. Racing games like Forza on Xbox One are pushing 1 million polygons/vehicle, while most Android games are still in the 1-2k range. As soon a possible, render the actual vehicle in an actual scene using the engine on the platform; if you're a…
This looks pretty sweet, though I've gotta say that the polygon distribution and topology in a couple of areas is a bit odd. You've used a ton of polygons on things like his collar, belt, and small areas of his pants and shirt that could have been much better spent defining his facial features and the details of his hands…
[ QUOTE ] It seems to be getting better. It still seems to suffer from random lumpiness though, and it's a little hard to figure out where that's coming from without seeing a wireframe. [/ QUOTE ] well... I would love to show the wireframe... but due to my proceture flaws... the low polygon frame is gone. And only high…
I have an option in mood "Weight polygons by area" (in regard of shading), so I suppose this option compensates shading relative to polygon area? And also there is an option "Weight polygon by angle"
Hey. I'm new here - I found polycount after Valve's TF2 collaboration and the people on this site are extremely talented. I think I've found the 3D site that I'd been looking for. Anyway, on to the questions -- I've taken a single class on 3D modelling, and it obviously didn't go too in depth. I learned the basics of Maya…