The polygon density on the face - especially the eyes and nostrils - seems exceptionally high; the wireframe for those areas is almost white. While you might need more detail for extreme close-ups, I'd bet that you could cut the polygons in those areas in half and not notice any loss of quality even in a tight shot. I…
ohhhh, just took a long hard look at my normals map. Somehow the normals have polygonal shapes in them. As this is my first time making a normal map in xnormal, i didn't catch this right away. I don't know what caused this though. Was it my cage's fault? Should I try it again without the cage? I have no idea why the…
It only selects polygons on the surface that you're painting on, not through the mesh. If you want more info, there are a few existing scripts that do the same thing like PaintFaces. Some years back I wanted to do that as well but didn't quite the lag (or rather a cursor jerk) of mesh snapshots with heavy meshes, plus…
Thats is actually a great question. the answer totally depends on your polygon budget. some things you could think about are the following. - take the cloth whrap on her arm, is it sticking out a lot? does it change the silhouette? personally I would not model it out at all, UNLESS you want a different shader for it. - the…
The corners of the columns really don't fit the rest of the scene. I'd also seriously consider promoting them to 8 or even 16 sides, especially for the oblique on on the right side of the first image. Overall, there are far too many right angles. The sides of the curb don't have to be vertical. Consider adding chamfered…
Yeah, thanks for the feedback mate. Its mainly because they are not very High Poly (there are no control loops, just evenly distributed polygons across the whole surface.) Since they where completely created in zbrush, I quickly I masked various areas then split them into several polygroups to get different materials…
meshiah, sort-circle_tool and ZhCG_PolyTools (what i use) both can do what you want. Just tried it, deleted one quad polygon and offset verts so that it's not exactly perfect rectangle. sort-circle_tool and ZhCG_PolyTools made that polygon back to perfect rectangle again. What would i like one of these tools to do is if…
-___- I know all that, Ill stick to max when mapping. What I want to do is, see all of my maps neatly mapped out so I know where to move/rotate/scale things. Because when I have a UV island selected, the others disappear so I have no clue where Im going. And If I want to break a polygon or something off of an island I cant…
About the curvature problem : while my diagram suggested that the new geometry should follow a 'guessed' curvature derived from the pre-existing geometry, in practice it is completely enough to just go 'flat' past the outer edge. In other words : lets imagine that we perform an Extrude, or a simple Shell, on the edge of…
The thing is that in Modo you rarely move the 'Item' object. If you mess around with transform options Farfarer is talking about you can see you move the whole 'Item' object. It means you are moving 'Center' of this object around. In Modo you usually tranform polygons inside 'Item' object. Also when you create object it's…