@e2mustang, leonardo555:
yeah, originally the rbr is a little too low-poly, but there is nothing in the 3d-world that couldn´t be fixed.
(see screens...)
@JBiturbo:
First:
polys with 3 vertices --> tris or triangles (clever, huh? oO)
polys with 4 vertices --> quads
I´m kinda sry to have to tell you, that you actually don´t change the polycount by deleting the senseless edges in the middle of your quads. Intern (of any 3d-software), all the faces will still keep divided into triangles... . (according to the sheme shown in the following picture: http://www.ericchadwick.com/po ... ples/tri_quad_hexagon.gif )
Second:
Meshsmooth is kinda "cheating", as you get into the habits of high-poly-modelling, and this aint good, trust me.![](/static/smilies/wink.gif)
@itsphilthy:
nice ones, like the scenes.
@juliao:
nice scene.
@all:
thx, just found some motivation and time to move one with my little sunshine.![](/static/smilies/wink.gif)
ric![](/static/smilies/smile.gif)
yeah, originally the rbr is a little too low-poly, but there is nothing in the 3d-world that couldn´t be fixed.
![](/static/smilies/wink.gif)
@JBiturbo:
First:
polys with 3 vertices --> tris or triangles (clever, huh? oO)
polys with 4 vertices --> quads
I´m kinda sry to have to tell you, that you actually don´t change the polycount by deleting the senseless edges in the middle of your quads. Intern (of any 3d-software), all the faces will still keep divided into triangles... . (according to the sheme shown in the following picture: http://www.ericchadwick.com/po ... ples/tri_quad_hexagon.gif )
Second:
Meshsmooth is kinda "cheating", as you get into the habits of high-poly-modelling, and this aint good, trust me.
![](/static/smilies/wink.gif)
@itsphilthy:
nice ones, like the scenes.
@juliao:
nice scene.
@all:
thx, just found some motivation and time to move one with my little sunshine.
![](/static/smilies/wink.gif)
ric
![](/static/smilies/smile.gif)