![]() composite object is a positive integer that has at least one positiveĭivisor other than 1 or the number itself. No positive divisors other than 1 and itself. prime object is a natural number greater than 1 that has odd even object can have only values from the set of integer object can have only values from the set real object can have only values from the set Please note, that 0 is not considered to be an Number multiplied by the imaginary unit I. imaginary object value is a number that can be written as a real complex object can have only values from the set Here follows a list of possible assumption names: commutative object commutes with any other object with For example, a symbol that has a propertyīeing integer, is also real, complex, etc. May not be positive so a value of None is returned for x.is_positive.īy default, all symbolic values are in the largest set in the given context When the property cannot be determined (or when a method is not Especially if you could build directly on to the surface of another mesh point by point, poly by poly.> from sympy import I > I. I would place a very high value on a tool that would allow one to conform to the geometry of another mesh, this was just one example of what such a tool would be good for, I can think of an array of other things that it would be good for as well. I have thought about this subject quite thouroughly and come to the conclusion that this is the way to go about it that makes the most sense, at least to me. Lowres game characters can use tris and in most cases they are necessary to keep the poly count down and make the most out of your polygon budget. Something else to consider is that if you are sculpting a mesh, you generally want it to be made up of quads to get a nice clean even sculpt. There are various ways to do it but personally making the highres mesh first makes a lot more sense to me as you are not working within any set limitations. If you start with set proportions your quite limited by the design.Īccesories and things are much easier to make as seperate elements in the highrez mesh, but in the lores version you would generally want incorperate as much of it as possible into the one lowres mesh and let the normal maps take care of the details. Yeah thats one way to do it, but making your lowrez version last gives you a lot more freedom during the sculpt. Polytools for max is a good example of how this type of tool could be implimented. Although I still think it would be nice to see to Native tools to do this sort of thing. SplineGod - I did try pointsfit a while back, Ill have another look at it. It would be nice just to be able to build a rough estimate and then just shrink wrap it to confom to the detailed mesh. Solution, you need to rebuild the mesh to conform to the highpolly version which is quite tricky. In zbrush you can export the lowest subd version but it wont have geometry in the right places and when you apply a normal map it looks crappy. Often when you sculpt something in zbrush for instance the mesh looks completely diferent than it does when you started, so applying a normal map to that mesh looks silly. Its making a lowpoly mesh that fits the geometry of a highpoly mesh with geometry in the right places so that the normal map fits nicely. Yep I have it but I use zbrush for normal maps now, generating the normal maps is not an issue at all.
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