No problem, man :) You would get a better results by running the cloth simulation with a high polygon count and then applying the cloth modifier and decimate/reduce the polygon count to something more reasonable, rather than running it on a low polygon count.
you said there is nothing between them "but space"? Connect vertices only connects vertices that are part of the same polygon. If you are trying to make a new polygon by connecting two vertices, go into the polygon sub-object mode and use the create tool.
Hello guys Im faced a pretty wierd performance issue in Blender (from 2.82 to 2.9) in one specific case: selection of vertex, edges or polygons in object with vertex groups are extrimely slow. For making a test and comparison me and my friend create a default cube, subdivide it few times to 786k polygons and select 15-30k…
Get images on there. Very few people need a video. Your reel would be smaller without the music. You remembered to put you contact details on the reel. From what I saw - you have too many polygons, polygons that don't define shape. Game engines with smoothing can easily make surfaces appear to be rounder than they are.…
Has anyone got any idea on how to veiw polygons as sprites in 3dsmax? just so that the polygon is always facing the camera like with 'oblivion' trees for example. Thought there might be a plugin or something but I just cant seem to find one. oh and btw, wtf happened to polygon counter in max9?
triangles are polys too hehe, polygon isn't the same as quad... you could have a polygon with a hundred vertices, and just count as 1 polygon. So you should go for tris, no one gets owned that way.
Looks good, but are you sure you aren't counting polygons instead of triangles? It looks more like 8000 triangles and 4075 polygons. Make sure you're counting triangles since they are not the same as polygons. Keep up the good work it looks great!
Shading of polygons in 3d graphic is being defined by vertex normals . Its inclination to surface . https://en.wikipedia.org/wiki/Vertex_normal Typically Blender calculate/set vertex normals automatically by polygon/edge flow . Thus you do those support loops and regular tessellation to help 3d package set vertex normals…
Alt+Click lets you select the subtool you want to work on. N will also open a temp menu to let you pick as well without having to scroll through the standard subtool list. You can append all your subtools together from the start in order to keep everything visually together. If there were multiple meshes that you'd…
From: http://forum.lowpolyworkshop.com/topic/9028216/1/ Game engines turn 4-sided polygons into triangles. You can make a low poly model out of all 4-sided polygons if you really wanted. But since a 4-sided polygon is equal to two triangles, you will have double the amount of triangles needed in some places on your model.…