Oh sweet! Thanks guys, I was thinking as I've been sat for hours, moving verts into place, creating polygon by polygon, 'there must be an easier way!' . I'll start digging now, thanks again. I will finish this 3 year old vapourware nali cow.
...and the barman says, sorry this is a nurbs bar, to which the polygon says- I got nothing guys. :( *edit: OOH ^^^^ ...and the barman says, "sorry we only serve nurbs." To which the polygon says: "no drinks for us, mate, we're straight edge!" :V
arrangemonk: I like the style of the building, but you should consider making the top windows more polygon rich and curved, the low poly arch is not really a good place to save polygons. A few more verts in there can give the illusion of a nice curve.
some basic information in setting up UV's in Maya here http://chrisholden.net/tutor/tutshelluv.htm Also, if you want to get rid of that dot in the center of the polygons window > settings/preference > preferences > Selection In Polygon Selection, Select Faces with Whole Face
Hello dear community When I click on divide to increase the polygon and have a smoother and better shape on my branch, Nothing happens and I still see the same Low Poly even though the number of polygon rises at top! Smt button is On : What should I do? I'm sorry I'm new in Zbrush!
I think when you crease with with polygons vs edges that have no surrounding geometry, its interpolating the edges with two different contexts (polygons border edges get creased works, but not able to crease border edges). In Max, there's a check mode to interp. edges as you'd expect.
Maya's project curve only works on Nurbs surfaces. So you could project the curve onto a Nurbs surface and then convert to polygons, but that is kind of an annoying workflow. Your other option is to make your mesh "live," and then any curve you draw will be snapped to the polygon surface.
I dunno about 3ds but in Blender UV coordinates are properties of the polygons (in OpenGL they're properties of the vertices). Perhaps Wings doesn't remove the welded polygons in order to keep the UVmap intact. Try importing into Blender and see how it looks. Try running a remove doubles over it.
Its because you're applying the unwrap to a sub-object selection. Go back down the stack, and click the polygon button again to close the object. You'll see that grey box next to edit poly and the modifier disappear - its there to tell you that its acting on a polygon selection.
Like other people are saying, it's best to start over using the knowledge and experience that you gained on your current model and the feedback here.You will work faster because of it. Even a professional artist would have to spend a serious amount of time to polish/fix that model that you made into a professional looking…