Is there a way in Max, or a script to isolate polygons on their own to work on. Ie. select the polygons and then hide the rest? I know it can be done by detaching the polys to their own object (and isolating it) but I want them still attached. Is this a feature available in other software?
Hi guys I have some problem about Normal map. This is my situation. this obj file is applied normal map, but each polygon's shadow appears.. how can I disappears this polygon shadow?? pleas let me know
you cant have one polygon for every leaf. you need to figure out how to make it work with more than one leaf per polygon. or then you'll need to up the size of the leaves and lower the amount.
Hey, here's my solution as I did on the head:poly121: Try at retopology phase fewer polygons , focuses on the importance of the curve .... it is always better for me to have fewer polygons and then add when it is needed than vice versa.
If you think its vertex color related, try changing the polygon display properties. Display>>Custom Polygon Display (option box) There will be a checkbox for Color in Shaded display. Try turning that on or off, and changing the color channel.
Well since you are polypainting and most likely not planning to edit the texture later, why don't you use UVtiles? That type of unwrap unwraps each polygon, and since each polygon has a unique colour, it will be seamless.
This would be my first high-/lowpoly model and I found no polygon budget for the lowpoly weapon. If there is no polygon restiction defined in this contest, what would be your rule of thumb for 1st person view / 3rd person weapon?
Thanks, I was missing the detail about the edge can only have polygon on one side. Now it worked when I deleted some polygons. That's an awesome solution as well. Thanks to both of you!
mmh. If you use modify->convert->paint effects to polygon it should convert the viewport mesh 1:1 to polygons(unfortunately to triangulated, no quad convert supported). I just checked, works fine.