polygon residue detected Oh and i think you can let polygon count as the triangle count u kno triangles are polygons and chances are in game dev when you hear polygon cont they mean the tri-sided type.(so no need to list how many quads and ngons you have) So are you afraid of a game engine like udk, cryengine because i see…
Basically what is happening is if the handle itself is a 16 sided spline (16 is an example), it goes 5 directions so 80 polygons, adding a second edge loop to the corner makes the handle 160 polygons, and adding the third loop makes it 240. So the curve isn't a perfect L. But that's also only 1 curve, there are 3 more…
I think it has to do with the way polygons and triangles are counted. FBX is to blame for some inconsistencies in the way things are imported. fbx supports better maya pipelines. for instance in max even though you have an editable poly you need to add on top of the stack the edit poly modifier in order for fbx to…
Sorry to the OP for the OT. There's nothing hairsplitting about it. Polygons are irrelevant to rendering and no longer do a sufficient job in describing rendering costs. If people are going to make a limit for rendering expense, make it for vertices, not polygons, as the same number of polygons can have wildly different…
I think MoP is a bit behind on Real Time Strategy specs; Command and Conquer games are pretty much the lowest spec around and even they use 1000+ polygons and 512^2 textures. On the high end of the spectrum, Company of Heroes uses 5000 polygon vehicles with 1024^2 textures. On top of that, all modern RTS games use normal…
The 'games are not about graphics' argument is totally different from this one. That people are saying about the Wii that it doesn't need super-gigamap nextgen art, doesn't mean it should use ugly stuff. That's all about polygons, and indeed, games don't need a gazillion polygons. What the problem with NWN2 seems to be, at…
@2busychild Thanks! You are right, it works with windows Ink turned off in Wacom properties. You can create an application preset for Topogun to turn it off. Does anyone know if it is possible to set the 'distance tolerance' Togun? I mean how close your cursor has to be before the vertex/Edge/Polygon turns red?
Hello I have a question about character retopology, do I need to smooth my model after retopology? Its because when I'm sending the model for texturing to Substance Painter, after baking my high poly model I still can see polygons from low poly. After smoothing my model I don't see any polygons but this is adding a lot…
Doesn't that all depend on the weapons use, the animation set etc? Its all well and good saying its covered by a hand, but in this case, the body would be covered by the hand, the pin and ring would be fully visible and in the players view. It would create a nice dynamic to see the pin fire off when the ring is pulled. As…