Working on a Hellboy Sack Boy (from Little Big Planet) in Blender for a low-poly comp over at gameartisans.com . Already have a lot of it blocked out, but I will probably need some help with aspects like normal map production etc. So I’m setting up a W.I.P. here too. Here is my reference sheet.
First question. How can I get a triangle count of one mesh or an entire scene in Blender?
Hey lowpoly Blender…will be following your progress!..To get the tri count is easy…if you in object mode you can see the face count in your top menu bar…so if you then go into edit mode…sellect all faces and press ctrl-T it will convert your mesh into Tri’s…go into object mode and the faces it then shows in the top menu bar will be Tri’s…unfortunately you have to do this for every object if your scene consists of many objects…I often just Cntrl-J( join all meshes) and then in edit mode Ctrl-T all together and then in object view get the count…I usually save my work just before I do this and then just restore my old file after I got the count!..Do not save after you have done this or you will be left with models consisting of tri’s…happened to me…I know you can turn Tri’s to quads again but you dont get your old topology back!!!
If there is a better way I would also love to hear about it!
Thanks Shakedown, I will use that approach. Not too much hassle really. Easy enough to check I’m under 2000 every so often
Plantperson- It is being modelled, unwrapped in Blender, have its normals generated in Blender, and it will be ‘rendered’ through the BGE too. Might even do some beauty shots with Yafray. So yeah
Hey!
If what you are asking is to have some areas smooth and others not…that is easy…in editmode sellect the faces you want smoothed and hit the setsmooth button…alternativelyhit the set solid button on faces that you want no smoothing on!..
If you however are working on a subsurf and you want to changwe the crease angle you can sellect the part in edit mode…hit Shift-T and move your mouse till you get the right angle!!
Hope it helps…BTW if you having some problems with baking normals with Blender …just shout…think I might be able to help!
Hmmm not exactly what I need regarding smoothing groups, but I guess it will have to do. Surprised there are no smooth group tools in Blender. I don’t want to subdivide the High Poly, I’d like to just bake its normal/occlusion onto the low-poly straight.
And thanks for the offer, no doubt I will be taking you up on it!
Or just select the faces you want smooth, P > Selected, then select the split faces, edit mode, w > set smooth, and then CTRL + J join the meshes back together. That’s my way of working, hope you understand it
It’s OK Andrew, it’s only going to go as far as a 3D model for my portfolio, I won’t be making a game out of it
A few days ago I saw a great normal map tut. It was just a bunch of images, but basically the guy sculpted on a Suzanne model, then produced a normal map and applied it to the base. I can’t for the life of me remember which forum I saw it on! Anyone know the one I am talking about?