Thanks for the link Stradigos but this is more for subdivision modelling in High Poly. What I'm looking for is to model the Lowpoly optimized for running in a game engine. I'm interested to know the best way to optimize like if it were for a mobile or so as fingus is saying. Cw thanks for the script, interesting thing, but…
Thank you all for the info. That script is really good. Stradigos thank you for the link that things are really what I wanted to know about. But even with that I still have doubts about my model, because in this case is not a cylinder at all, because it's not flat on the top. So the only options I can think on are the ones…
I have a dirty 8-sided-hole cap script you can use if you like. fn caphole _obj=( --polyop.getVertsUsingEdge <Poly poly> <edgelist> max modify mode subobjectLevel = 3 edgesel = polyop.getEdgeSelection _obj if (edgesel as array).count>0 then ( thefaces = #{1..(polyop.getnumfaces _obj)} firstedge = (edgesel as array)[1]…