To get your lowPoly geometry, you can "duplicate clean" all the objects used for your object, reduce them manually and reuse them with traditionnal boolean workflow if needed (with DcBoolManager or Crease+ for example).
Hi @kos88 - as far as suggestions are concerned I'd have only one : if this system ever gets ported to Blender, there would probably be a need to also implement some sort of alternative primitive objects system to go along with it since (as opposed to Max and Maya) the parameters of Blender primitives can only be accessed…
Hi @kos88 great stuff! I tried the demo a while back, and watching your iron man session looks like it runs a lot smoother than what I experienced with a lot more going on than my test meshes. Has speed been improved, or was i maybe just doing things in the worst way? A big problem I ran into was that the edge strips I got…
Hi Everybody! I want to share with you the visual guide that I created while working on the update of Hard Mesh, a modeling plugin for hardsurface non destructive modeling in Maya. These GIF illustrates some functionalities that have been updated on the next upcoming free upgrade. You gen get the trial on the official…
Hi guys, whoever has already tried the demo and want's to try the updated version just write again to: sales@pux-3d.com Please specify that you need a second serial and we will be happy to send it to you for another evaluation. Regarding the workflow fo games, It depends. Usually you want the most optimized poly count as…