will the extra edges affect the rig? like say I want to smooth out a model before I start rigging it, will the extra edges affect the performance of the rig?
Ok like what I don't know if this idea of using smooth its a good way of working when you want optimization, or is this how a prebaked model can be used for this purpose on unity without using a lot of subdiv? Considering Unity Manual talks about every character having between 1500 to 4000 polygons. Thank you because I didn't know of that option until now, I discovered it while pressing the 3 button xD, and I don't want it to be 10000 polygons
Totally not the best way to achieve optimisation but nowadays you'll be surprised how big the poly counts are on main playable characters. Check out my other video on texture baking and re topology to achieve a really detailed model with extremely low poly count.
So i guess blender is rocking it out on this process with the subsurface divide button option because it will smooth it really good like in that number two mode and export to Unity like in that number 2 mode with out file size increase. I bet maya also has this option it is so eexpensive no way it doesnt have it. like how maya apply textures is a bit quicker. anyway just started with maya a few hours ago and it isnt what i thought, i thought it was going to be a mix of blender and sketchup instead it is blender only that leans toward sketchup. i bet the animation is better though from what folks were saying. though i bet im judging to fast ... ok armitures in maya dominates blender very quick trying animation now ... Animation same as Blender maybe a bit better ... armiture exports to Unity better that high file size export is messing up my mind about the purchase after trial i bet we are missing the same thing no way they forgot that, though i guesss it is for animatioon primarily not for export to Unity no way it definately has it some place.
This is the worst.... the worst you can do... now you hace a 30,000 polygon mesh, worst workflow for game development best worflow: Smooth edges, but still, you hve to be smart about how to do it, because it might not work in Unity or Unrela if you don't export it properly, that would be a better tutorial.
@@josephhenry7495 maya has an smooth edges option, it wont increase your poly count, it will only make them looking smooth... but, it wont work for rigged - binded characters, those will loose this effect in Unreal, only for static meshes
THANK YOU
IT TOOK ME OVERR 4 HOURS
and you fixed it in 2 mintues
REEEEEEEEEEEEEEEE
Didn’t know how to explain my problem, but this was the solution! Thanks
Thank you! Your video saved my life!
The fan noise from your PC...
Thx alot... Very helpful.
Exactly what I’m searching for... thanks...
will the extra edges affect the rig? like say I want to smooth out a model before I start rigging it, will the extra edges affect the performance of the rig?
If you use such a high poly model. Then it can cause a lot of glitches when rigging and animating
Ok like what I don't know if this idea of using smooth its a good way of working when you want optimization, or is this how a prebaked model can be used for this purpose on unity without using a lot of subdiv? Considering Unity Manual talks about every character having between 1500 to 4000 polygons. Thank you because I didn't know of that option until now, I discovered it while pressing the 3 button xD, and I don't want it to be 10000 polygons
Totally not the best way to achieve optimisation but nowadays you'll be surprised how big the poly counts are on main playable characters. Check out my other video on texture baking and re topology to achieve a really detailed model with extremely low poly count.
Thanks. You made me happy
Thanks so much 💓💓
U make me able to solve something in few seconds .
You saved me, thanks a lot man!!!
I want smooth object but I don't want to gain many polygon faces what should I do
Exacrly my doubt. I guess smooth option in Mesh panel will do it with lesser polygons.
So i guess blender is rocking it out on this process with the subsurface divide button option because it will smooth it really good like in that number two mode and export to Unity like in that number 2 mode with out file size increase. I bet maya also has this option it is so eexpensive no way it doesnt have it.
like how maya apply textures is a bit quicker. anyway just started with maya a few hours ago and it isnt what i thought, i thought it was going to be a mix of blender and sketchup instead it is blender only that leans toward sketchup. i bet the animation is better though from what folks were saying. though i bet im judging to fast
...
ok armitures in maya dominates blender very quick
trying animation now
...
Animation same as Blender maybe a bit better
...
armiture exports to Unity better
that high file size export is messing up my mind about the purchase after trial i bet we are missing the same thing no way they forgot that, though i guesss it is for animatioon primarily not for export to Unity no way it definately has it some place.
Thank you!
Awesome. Ever get this to work with blend shapes? Every time I delete the Non-Deformer History the blend shapes get messed up.
A lot of polygons make the project heavy and slow in some softwares if you have a better way to reduce the polygons with smoothing way plz help us
A year late but if you use the smooth edge tool you don't get the hard jagged edge look but with the same poly count
thanks
Video: Smooth meshes in Maya
Actually: Importing mesh to Unity
This is true
This is so helpful!
so , cant we do this with low smooth preview poly in engine ?
If you export it as is you'll have the low poly version for use in your game engine.
Jesus, this modeling methods were absolute 15 years ago. Who's doing polys for organic, why not Zbrush?
You'd still have to retopologise an organic model to make it game-ready though
Yep - you're spot on but try buying Zbrush in further education!
Rests in the hands of the artist. Poly modeling certainly more precision when working with a reference.
thx very much!!!
This is the worst.... the worst you can do... now you hace a 30,000 polygon mesh, worst workflow for game development best worflow: Smooth edges, but still, you hve to be smart about how to do it, because it might not work in Unity or Unrela if you don't export it properly, that would be a better tutorial.
how can i smooth my game objects then .if i smooth it increases poly count ..if not it has hard edges ...reply would be helpful...thx
@@josephhenry7495 maya has an smooth edges option, it wont increase your poly count, it will only make them looking smooth... but, it wont work for rigged - binded characters, those will loose this effect in Unreal, only for static meshes
@@blakegt.7326 thank you
i did with 13.000 tris character he goes to more than 100.000 tris, not usefull at all, the game will not work