I've read (on cgtalk I think) that quadro allows for much higher polygon on your screen. It's something they hardwire into the card and fooling your PC with forceware drivers won't help. Geforce will never be able to handle more than 4 million-8 million polygons? It will just be slow no matter your other hardware specs.…
MoP, thanks, lots of good info! Thanks for taking the time to type it up. Hinging polygons rotates them around an edge and creates new polygons that form the sides of the hinge, connecting the selection to the object. Great for things like making alcoves in walls. Outline lets you increase or decrease the outside edge of…
What to shoot for? I'm currently modeling Q3 characters at an average of 2200 polygons, that's only because of current hardware standards. I shoot for 3000 - 4500 for UT200X style character. If you wanna push your limits to the engines on the horizon, aim for 5000 - 8000 with normal maps from unlimited high polygon…
Hey guys! Really hit a brick wall when decimating my character so I can bring it into topogun to retopo it from zbrush! Decimation master has worked flawlessly up to this point, but it seems it isn't having fun with my character atm. My character sits at 30.7 million polygons and I have a set of pictures to illustrate the…
Hey Austin, I'll go through your portfolio and let you know my train of thought! 1) Cannon: Looks neat. The rope couple use a lot of work in the texture department. Probably would be a good idea to straighten the UV of the rope and increase tiling on the rope material in Substance. Try having your rendered wireframe quads,…
Thank's for the answer guys ! After further investigation, i found out that i just need to use nurbs, wich is kind of the equivalent (as far as i understand) as surface models in CAD softwares. I sent a polygonal subdivision model converted to nurbs in Maya to my machinist, and apparently it opened as a surface model in…
Actually it wouldn't happen, those polygons would still be culled/clipped, but you would waste a huge amount of resources simply looping through and checking the polygons in one huge mesh, even if you're only going to be viewing a small part of the mesh at a time. By applying per model culling, if a model is deemed to be…
That's not bad for being self-taught. But you need to cut on polys if you want to stay low-poly. I made an image paint-over to give you some crits. Also, if you don't know already, games typically only accept 3-sided polygons (triangles) and 4-sided polygons (quads), so make sure you have no polygons on your model that has…
Playing a bit with my high polygon version in ZBrush, doing some polygon painting. I'd love to be able to transfer this texture over to a texture map, but I think I'd have to import a retopologised mesh that is the final model with UV's and project onto this mesh for shrink wrapping.. The polygon painting would probably…
poopipe Alex Javor kanga Thank you for your advice! I made a thorn with Sculptris Pro and Snake Hook. I challenged the masking you taught me. I couldn't make an accurate mask... I was able to reduce polygons with Decimation Master. Do you have any problems with triangular polygons? Is it not necessary to make it a square…