Hi, everyone! Let me introduce my fresh software:) It is designed specialy for creating polygonal models with low polygon counts for computer games. Here you can see the basic kHED features* A simple, convenient and user-friendly interface, that is great for the beginers. * A powerfull tool to create triangles and…
No, unfortunately the normal map is not really doing its job :( . It looks okay with the object space normal map but it's not what I want to use. I wonder if it has anything to do with the way I've split my polygons on my low-poly mesh (the image to the right)? Would it be better to try to not get these long,…
I think someone at Relic's legal dept might be confused as to who's sponsoring and helping the contest: http://legal.relic.com/polygon-competition.html The forums and sponsor should be Polycount, but they've attributed it to the Vox Media property and game review site Polygon. I've checked Polygon's forums for anything…
[ QUOTE ] Could be both on screen ala edit poly mode (1084 quads not tris)....not sure if maya has the same bug as max had but that makes the most sense. [/ QUOTE ] Its not a bug, it counts POLYGONS if you bring out the counter from utilities it can count both polygons and triangles. In edit mesh all polys are tris so…
Just wondering if anyone could help me shed light on a problem, my Unity scene file is having wicked problems with polygon visibility sorting and I'm uncertain how to fix it. I've triple checked my maya scene for inverted faces, and everything seems fine. All of the polygons in the scene are popping in and out like this. I…
I have been working on this character sculpt for a while and it's pretty much finished but the next stage is to retopologize and create proper textures. I have a couple of questions: How many polygons/tris should I be aiming for? How does clothing work into the target polygon count? I have the lacket, pants, t-shirt all as…
The muzzle break still seems to have too many of your polygons; keep in mind that it's the most distant part of the model in FPS view. The layout of the polygons for the scope lens really doesn't make much sense. A standard disc layout would use fewer polygons and allow you to actually model the subtle concave surface for…
You could try to do a paint effects stroke and then convert to polygons which usually gives a better result. Its in the rendering menu set, under paint effects>curve utilities>attach brush to curve. Then to tweak it and turn it into polygons go to modify>convert>paint effects to polygons. You can do some really cool stuff…
Try not to think too much but instead jump right into doing. You'll find out what works best for you. Since it's a game, the final result must be polygon. How you get there is entirely up to you. My personal recommendation is just to go with polygonal modeling. /As I said the end result you're looking for is a polygon, so…
Can you give some specs? It really looks like you're not using your polygons well. Adding polygons just for the sake of adding polygons is stupid. I had a go at modeling this at various polygon counts. I really don't think you need more than 500 triangles. Why do you need three or so sheets? Only the top one affects the…