Hi all! (Not really sure if this is the right tread to post on but....) I've been searching for the information about the Polygon mesh on Wikipedia and found out the meshes are represented in 4 major ways. Vertex-vertex meshes, Face-vertex meshes, Winged-edge meshes and Render dynamic meshes. Because I lack knowledge in…
I'm using max 8 and i used the polygon hide feature in Edit Poly to hide certain faces so i could work more easily. But when i unhidden the faces the verts that go with those faces are missing??? i tried searching for it but found nothing. Anyone know a solution to for this?
Has anyone had any experience with Polygon Cruncher by Mootools? How is it? Can it be completely set through Mel/Python? I know there is a poly reduction feature inside of Maya, but I've read that it sometimes gives unexpected results. I'm looking for something stable to batch reduce a lot of files. Meshlabs was on the the…
I'm working in 3DS Max, and I've had this problem throughout all the versions I've ever used. When using smoothing groups I get these black polygons and I haven't yet been able to put two and two together as for what the problem exactly is. I also have this problem when animating See the pillars in the screenshot below for…
Hello everyone, We are still on the hunt for a seasoned low polygon character modeler to come teach at our school. If you have any questions at all please do not hesitate to ask. See the official job posting below. Feel free to check out some of the stuff our students are doing at our website.…
Not sure if this one has been asked before, but is there a way to disable the "click drag on next edge..." text when using the split polygon tool. Its getting in the way more than usual at the minute and google hasn't come up with anything yet...
So, this may seem like a really basic question, but I was wondering if there are any pros/cons to having polygons clip into eachother or is there some reason you would rather something just be one whole mesh? Here's an example if that wasn't very clear: It seems like clipping is the way to go, but I'm not sure if some…
HI guys, I'm on the way to search for how to create a CGFX shader which shows the stretching of polygon's UVs, exactly like Roadkill does. ( http://www.pullin-shapes.co.uk/page8.htm ) It is intended to work inside Maya to help with Uvs corrections. If anyone has links or hints to help me on the process, and if the shader…
I'm still getting the hang of the uv mapping but how come my UV islands have extra polygons on one end (thus preventing the islands from being stitched)? The model I'm trying to unwrap is a soda bottle. I also only used the cylindrical projection.
Hello there. A very quick newbie question. I have imported a zbrush sculpt into Marmoset as a low poly model and applied normals. Problem is, the edges of polygons are really visible even with an albedo map. Is there a way to achieve a smoother look? How does game engines handle this issue?