HAHA this question is the joke of the year :) but i guess you are new in 3D so it is fine ;) for the history of it this is a "fresh" feature in maya and a very old one in 3dsmax. 3dsmax still has far more selection options and methods. You can select in any way you need actually even in ways not available to other tools…
Bad topology causes bad smoothing. You've got two non-planar convex polygons in the mesh, which is going to cause issues unless you triangulate it properly. The two polygons on the body at the top of either side of the casing ejection port. So you can tell that the top-left two verts in that polygon are both joining to the…
"Forza 4′s cars will boast a polygon count of over 1 million compared to 400,000 in Forza 3" "The high poly count makes sense given that you can open every body panel via Kinect, though how this translates in-game remains to be seen." "GT5 has 200 premium models with 500,00 polygons along with a further 800 cars downgraded…
Choco, I know you're goal to keep your stuff for this scene under a certain polycount is important to you, but in all honesty, do not fret over polygons. I get a lot of flack because my work supposedly has "more poly's than necessary," but I really don't believe it's true. I also have a lot of support from people who argue…
Oh right. Display > Polygons > Backface Culling God.. my Maya kept rendering out the backface anyway and I couldn't find where to turn it off. Apparently it isn't under the materials but on the surface node instead. I.e. if you create a cube you can go to it's shape attributes and change it under the Render Stats tab…
This post is about some of the Modo specific tricks and the hero mesh workflow, using this 80's home supercomputer as an example: It was inspired by Minitel and teleprinters. Its function in game is to describe and start the next mission. It is part of my effort to only use narrative UIs: No menu, no HUD, all the…
The harsher the angle difference is between two smoothed polygons, the more severe the lighting gradient will be on your low poly, as you illustrated in your image. These gradients will be baked into your normal map to compensate for the low poly's vertex normals compared to your high poly's surface normals and can cause…
when i said don't worry about the polygons, it was to push you to create something with very good quality in terms of modeling. Now you need to take all this good quality and learn how to bake it down using the lowest amount of polygons. You need to understand where you should spend more polygons to create something better…
aw man i was gonna comment on the gun. Well i'll be annoying and do so anyway even though you are finished. Your polygon distrubution is a bit off. You normally dont see the stock of a gun like that ingame in FPS view, and you have a TON of polys there, meanwhile the area that is closest to the camera have almost no…
It's likely just a density issue. Zbrush doesn't smooth between vertex normals, so it keeps things nice and faceted until you subdivide it to the point where the faces become so small that they just appears to blend together. If the seat has denser/small polygons to begin with compared to the body, then it will appear…