No replies xO It's okay I guess. Made a character that I think would fit with the rest of the style. Not rigged yet, but has high polygon count because of the outline clone.
Too high poly-count. Try to optimize. Lunara from hots has 10482 polygons with weapon. And textures need more details, and noises, they looks simple and poor now.
Also another resource I've referenced on occasion when tackling a particularly fiddly issue: https://www.google.com/amp/s/www.ebalstudios.com/blog/polygon-modeling-basics?format=amp
I was just wondering if anybody knows how to make it so that the UVW Unwrap modifier emits from a straight parallel view so the UV's are the same shapes as the highlighted polygons???????????????
so, if i understand, your trying to make an arbitrary 3d polygonal volume and apply a shader inside the volume? does the volume move? ie 'interactive' does the camera move?
I found this MaxScript http://www.klaasnienhuis.nl/2012/09/import-kml-files-in-3ds-max/ it orientated and imported my polygons from google earth fine, but the scale is off.
You need to pay more attention to polygon distribution. And next time, don't use some sort of automated reducing script for the sphere - just use a sphere, subdivcube or geosphere.
Phung Dinh Dzung wrote an interesting paper about how to convert polygon planes into editable hair systems, there is also a working Maya script. http://phungdinhdung.com/Studies_paper/GMH_index.shtm
Does it still do this after to subdivide it? I've heard some people say that it's matcap/rendering system can be a bit glitchy visually when dealing with very few polygons.
Resolution slider control the distance they start to stick to itself [smaller the polygons the smaller the distance] not sure if there is separate controls somewhere that control that feature specifically and even if exist wont be in Core