[ QUOTE ] Could be both on screen ala edit poly mode (1084 quads not tris)....not sure if maya has the same bug as max had but that makes the most sense. [/ QUOTE ] Its not a bug, it counts POLYGONS if you bring out the counter from utilities it can count both polygons and triangles. In edit mesh all polys are tris so…
I started looking in to making a bunch of glass containers. With all the references I gathered and looking at the scene, I feel like there's going to be a lot of different bottles, jars, vials, etc. The more variation the better; different silhouettes, sizes and such will help make the scene feel busy. But I really didn't…
Thank you Eric I haven’t set a specific triangle budget since this is just a personal project and I’m still learning. The piece will be fairly close to the camera, so I’d like it to look good while keeping the poly count as low as possible. As for animation, yes — I’d like it to have a bit of movement to make it feel more…
Hi, anyone know of way in maya (or in an another software) to split a huge single mesh file, anything over 1 million polygons into chunks where each chunk has a max allowed polygon limit (like 10.000 polygons) Right now I'm doing this by hand but it's not very pleasant really. I've searched google and I'm not sure if I…
The muzzle break still seems to have too many of your polygons; keep in mind that it's the most distant part of the model in FPS view. The layout of the polygons for the scope lens really doesn't make much sense. A standard disc layout would use fewer polygons and allow you to actually model the subtle concave surface for…
You could try to do a paint effects stroke and then convert to polygons which usually gives a better result. Its in the rendering menu set, under paint effects>curve utilities>attach brush to curve. Then to tweak it and turn it into polygons go to modify>convert>paint effects to polygons. You can do some really cool stuff…
Try not to think too much but instead jump right into doing. You'll find out what works best for you. Since it's a game, the final result must be polygon. How you get there is entirely up to you. My personal recommendation is just to go with polygonal modeling. /As I said the end result you're looking for is a polygon, so…
Hello. I'm new to the forum and kinda new to 3dsMax and CG in general. So, I have created an object that is basically a cylinder with its base extruded along a spline. Now I want to UV that object but Max doesn't seem to recognize the polygons that were created by the extrusion. The UV space contains only the polygons that…
Can you give some specs? It really looks like you're not using your polygons well. Adding polygons just for the sake of adding polygons is stupid. I had a go at modeling this at various polygon counts. I really don't think you need more than 500 triangles. Why do you need three or so sheets? Only the top one affects the…
There's little information inside the roads to wash out in the first place. What the operation did was preserve the border edges/vertices of the two polygroups. Creating even more polygroups won't lead to ZRemesher preserving surface details; the borders of the groups will be frozen in place (eating most of the target…