![]() Keep triangles, is for polygons - 2 triangles = 1 quad (face/polygon) - keeping triangles means it’ll keep triangular poly’s in the mesh instead of just quads - this is for several reasons usually for memory and lower resolution purposes. Reverse is there for mesh objects already with a set topology and you want to enable multiresolution from a lower starting point (otherwise subdivision will just enhance it further). With Multires, Subdivisions are what enhance the model’s resolution (the wireframe) in incremental steps, hitting subdivide increases resolution - and begins building up the multiresolution hierarchy, the more you subdivide, the more detail. Thank you again to those who post to this forum. I’m very interested in eventually getting something printed. My goal is to keep at it until I get used to the interface and technical aspects. But all in all I’m happy as a first attempt and plan to start over from scratch and build it again because I’m pleased with the character. ![]() I messed up proportions pretty badly…arms and legs dimensions don’t match their counterparts. But reading posts here has been helpful, so thank you all for that. This Bigfoot fellow wound up with over 2 million polygons. It was definitely a learning experience-I totally did not understand polygons and bounced from voxel remesh to dyntopo so often i had to keep redoing the details every time. When I came across this on my Ipad I couldn’t resist. Years ago I played with sculptris but was distracted by other art projects.
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