I have a couple questions I’ve been trying to find answers for…
Does using the new particle system to make hair using guide curves
add significant time to the render time of the mesh?
Would I have to model the top of the head if the person has long hair?
Since that’s usually covered by hair anyway.
Would I be able to use this new system for eyelashes, and 'brows?
I plan to use this character in an animation I’m planning. Yet, I’m trying to keep the rendering time down while keeping the quality at a certain level.
I’d hate to have 1 sec of animation take 1 day to render. I know that’s too exaggerated a figure, but it’s to emphasize my point.
- How do I decrease verts & polys in a mesh without making a blocky,
royal mess out of the higher vert/poly mesh? If there isn’t a way, how
do I connect the two since one has more verts than the other?
Reason I ask is I modeled a realtive low-poly right half of a head, and eyeball. (I think it’s low poly) The head, and eyeball are in 1 file, and an ear in another. I appended the ear into the head file, and it was as large as the head. :o So, I shrunk the ear down to a proportional size to head, but I noticed it looked like it had 2 to 4 times as many verts/polys as the head half.
- Does what kind of Processor, and your Motherboard’s Front Speed Bus
have any effect on rendering time?
I’m thinking about trying to save up for an AMD Athlon 64 3000+ (2 Ghz) with a motherboard that has a FSB of either 800 to 1Ghz. I’m currently using an Athlon XP 1800+ (1.5 Ghz) with a FSB of 266Mhz.
- Would that combo make things go much faster?
Given the higher FSB, and the jump to a 64-bit processor, and .5 Mhz.