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hi ,
i have connected the low poly version to high poly version of the character using a "polysmoothnode"
but the poly count of the model is changing ;;
how could it be done without changing the poly count of highpoly?
and is there any other ways to connect the high[poly and low poly ......
thanks in advance
it would help to know why you are doing this in the first place?
for minimize the amount of vertex to paint and to give animator rig that works faster.......
would it not be easier to put the 2 versions on a layer each or do a simple MEL command on a button to toggle visibility of high vs low?
both will be good..
can any one pls help on this connection
I'm having the same problem.
Currently modelling a usb stick that will be rigged and skinned. The models got little round ears that stick out at the top, so needs to have a nice and smooth attachment to its round head. When I convert to sub-d I get just this, but not sure how this will behave when skinned and weight painted.
Tried converting the smooth preview to polygone but end up with tons of resolution down the body where it doesn't need it. This may/maynot be a problem - the face count is at about 6000 faces. Seems a bit much for a what it is, but if I try reduce the resolution, the ears go from being nice and round and smooth to being a bit blocky. Aargh!
Any ideas on the correct procedure/workflow would be fantastic!
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