actually, poly count and triangle count isn't accurate at all... If you are talking about game assets, what you looking for is the vertex count AFTER exported. A simple cube with 6 faces can contain 8 vertices or up to 24 vertices. it all depends of the UV's and smooth edges.
The problem with this one is that it's a very tight (low FOV) and a vertical shot so it's very very hard to get the right composition with a landscape-type shot. I don't know Unity but maybe there are ways to flip your monitor to get a vertical shot? I know you can do it in UDK.
Hello, I added a few lines to make the polyconnect between vertices operation complete with a soft edge, since in my experience that is what you want most of the time when you connect vertices. If anyone is interested, grab it below. Thank you maxivz for the script, I use it daily !
Running the script even once made it almost the same as what my issue was with the relative transform thingy. I basically want to select a couple of Vertices.. scale that down by x amount. Select another group of vertices and scale that group with the same amount.
You'll want more vertices for polypainting one way or another. If you don't need the extra density across the entire mesh that comes from subdividing, then you'll at least want to split the vertices where you want the sharp transition to be (set the zmodeler edge-action to unweld, target: edgeloop complete' ).
So far the best answer I can find has been "UV selection" in the UV Toolkit. With that I can select UV vertices and use the usual x key to snap to grid while moving uv vertices. Haven't found an automated way yet, but this is at least do-able now.
Yes, I want to swap uv set 2 with uv set 3 in the vertical stack. I don't want to change the contents of either uv set just where they are vertically in the editor. For example map1 always has to be at the top, then I'd like to organize the sorting off all the below sets.
when u got ur UV unwrap window openeed, hit Select -> inverted face and if some of faces are selected, u can just flip them horizontally or vertically by flippng them one by one with Tools -> Flip horizontally/flip vertically (Select and Tools are located up there in UV window)
A displacement map will record the difference in distance between the they meshes. So at the vertices, the difference us very small (hence the dark grey) and towards the centre of your low poly mesh the distance increases (planar polys in the low, casting against a curved surface on the high) so it gets lighter between the…
Only reason I can think of is that maybe the vertices got broken on import, maybe do a Merge Vertices before trying Quadrangulate? What do you mean by "not work", do you mean it literally does nothing? Or does it quadrangulate the mesh, but badly?