Seconding Fabian... What is the function of "compute binormals in pixel shader" in xNormal? I understand that its different from just using mktt space since when baking using an obj mikkt tangent space is guaranteed but using that checkbox produces different results. Fabian to answer your 3rd question though, "Tangent…
hmm, is that a new model you made from scratch ? i ask because it looks like you took the body mesh i made for you and just attached your old head model and textured it. if that is what you did then i believe all my effort has been somewhat pointless. also, you keep failing to understand what we are talking about. too many…
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.
It was either in: - Display > Polygons > Custom Polygon Display Options (Effect All) - Window > Settings/Preferences > Preferences > Polygons One of them did the trick.
For basic sculpted detail in your example, a simple rectangle shape is needed. General guides not hard rules. * Only add extra edges / tris when you have form change or want to keep the curvature of surface smooth to match with high poly curvature. As you have noticed too many small tris by pro artists, those usually are…
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…
Hello guys! It's my first ever post on polycount (yay, celebrate with me!) so I'm really sorry if I placed it in a wrong thread. [tl;dr : What programs should I learn at first, how to model, first learning basics of Maya, then thinking about UV/proper geometry/textures or everything at once? Any tutorials for…
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…