This is usually the case when attaching geometry in Max. But I wouldn't rely on it and relying on vertex render order to do anything is a bad idea- find another way to distinguish sub-objects.
all the information you have and you get are mostly biased and controled by the media which is also controled by the same people who start these war games. sounds like a conspiracy theory but it is what it is. as for USA being the bad guy, no USA as a country is oblivious to the things going on around the world mostly…
Remesh it in something, take the result into Mudbox as well as your bad mesh, and use Mesh->Transfer Details in Mudbox to get something good to sculpt on.
Work update: Available for remote contract/job for character art Jimmy McGill/Saul Goodman from Better Call Saul/Breaking Bad. Just made this sculpt for a face study. Link to post: https://www.artstation.com/artwork/X19OR0
I have been trying to bake a normal map from my high poly model onto my low poly model using xNormal but when I do it all I get is a bad normal map. Can anyone point me in the right direction for a good tutorial or video? Thank you
just something I've noticed, tone down and smooth out the shading on the neck, it looks like he had a pretty bad accident with a cut-throat razor. Rest is looking great though! keep it up!
I have been trying to bake a normal map from my high poly model onto my low poly model using xNormal but when I do it all I get is a bad normal map. Can anyone point me in the right direction for a good tutorial or video? If needed I can post screenshots or a video of my work Thank you
Irrelevant for memory, sure. But build an entire game like that and you're choking the renderer for no reason. Having zero coherency in your mesh data is just bad, your vertex shader is doing more work and your pixel shader suffers equally.