You can select polygons by vertex count. On the right, go to Lists > Statistics > Polygons > By Vertex > hit the little + beside 2, to select all 2-point polygons (or enter the command "select.polygon set vertex psubdiv 2"). Then you can just delete them.
Most likely if you are not adding a crazy amount of polygons and your polygons are not crazy small in screen space, then yes, go for it, It really helps the models. I think the expected number is less than 750 polygons and its free for console level UDK type stuff.
Nobody remembers the good old Polygon Counter utility ? ( Utilities Panel->More...->Polygon Counter, you can put it out to your main utility button set ) Even got a polygon budget slider you can adjust, so that you see when you hit the limit on an object
I don't have Maya loaded so bare with me. "When I hit the 3 key, it turns my polygons into sub division surfaces; right?" Absolutely not, its stay a polygon no matter what button you press [1], [2], [3] ... only "convert to" will convert polygon to subdivision or NURBS.
Select your edge loop than convert it to vertices with Edit Polygon>>Selection>>Convert selection to vertices. Then you can use the Polygons>>Average Vertices tool which has a similar effect as relax UV. Or with the vertices selected you can use the Edit Polygons>>Sculpt geometry tool set to Smooth.
Hi all. For my final year project for university, i looked at the progression of visual realism in racing games and how developers have gone from games such as pole position in the 1980's to Gran Turismo 5: Prologue in 2008. So i modelled three cars to show the progress through the generation from all the research i had…
Add an Editable Poly modifier if you haven't already, select the Polygon subselect mode, and look for Polygon Properties (I think). It's a grid of 32 little buttons, underneath or above it should be a button that clears your smoothing groups. You can then select individual polygons and assign smoothing groups to control…
How to get started: (https://www.planetside2.com/player-studio/get-started) -Visit the Player Studio forums regularly to see other items that have been created as well as to discuss your work and get feedback. -Create items using the color palette and textures provided. Please only submit items that are completely unique…
Yeah, it's not finding the polygons that each vertex should get it's tangent vectors from. So it's instead creating tangents at each vertex for each polygon, target than a normalised sum of all the polygons of the vertex. Unfortunately, I can't use the "fix" because MODO doesn't export tangents and binormals :/
r_fletch_r & Computron crazy complex concave polygons require to be manually divided into convex parts or else there will be overlapping. I will try to make a plugin that automatically divides a convex polygon into concave polygons. [ame=" https://www.youtube.com/watch?v=HQ7Ms4row84"]Quad Cap Pro - Speed Capping -…