3ds Max :: Polygons Count As 220 With Texture
Aug 17, 2012
I have modeled a banana with 220 polygons . ( I have applied subdivision surface to that).
So When I baking a texture for that , The unwrap modifier adds about 771 polygons and vertices to that and model takes about 990 polygons and will convert to a high polygon model.
So what should am I do ?
Is there any way to keep polygons count as 220 with texture applied to that ?
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Feb 23, 2014
I'm working to Move Revit architectural files to 3ds Max, there use Vray for ligting and materials, texturebaking everything and moving it into unity. But I’ve run into allot of problems. I manage to get all the stages done, but there is so much “hands on fixing” that it’s not a viable workflow in RL projects.
My largest problem is removing all unwanted polygons and geometry before texturebaking. From revit you get a lot of faces that won’t ever be seen, like inside walls, in between there floors ect. For instance if I was doing an interior I would like to be able to quickly remove all unseen polygons and exterior faces that won’t be seen. Otherwise texturebaking is a pain. It will texturebake huge areas that won’t ever be seen making the process long and affecting resolution. Manualy removing all areas that won’t be seen is not an option.
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Apr 17, 2007
How does one create a texture similar to this?
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Nov 5, 2012
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I guess a spider web where the spider was on crack would be something I'm looking for. Similar to the following image:
Lava Ground
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Is there any feature like that in Gimp that I simply never found? Or is there a plug-in or something that I can add to give me this functionality?
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See attached.
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the problem is that from the moment i assign the material to selection, I only have 2 groups left; wich is the one i just textured and the other 2 meshed in 1 group.
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