Timeline for Eliminating edges connecting islands
Current License: CC BY-SA 4.0
10 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jun 4, 2022 at 9:38 | history | edited | Duarte Farrajota Ramos♦ | CC BY-SA 4.0 | Rephrase question and title to make it more easily findable |
| Jun 17, 2021 at 15:00 | history | tweeted | twitter.com/StackBlender/status/1405540771046969349 | ||
| Jun 17, 2021 at 9:27 | comment | added | Duarte Farrajota Ramos♦ | Related blender.stackexchange.com/questions/227436/… blender.stackexchange.com/questions/210059/… blender.stackexchange.com/questions/211241/… | |
| Mar 16, 2016 at 20:06 | vote | accept | 505Legion | ||
| Mar 16, 2016 at 18:05 | answer | added | Duarte Farrajota Ramos♦ | timeline score: 14 | |
| Mar 16, 2016 at 15:20 | comment | added | Mr Zak | Polycount is amount of polygons (faces) in scene which affects quite a bit on the rendering times (among other things). If the mesh is seen when rendered it will need to have good shading; to obtain it topology of the mesh should be correct. | |
| Mar 16, 2016 at 15:18 | history | edited | 505Legion | CC BY-SA 3.0 | added 200 characters in body |
| Mar 16, 2016 at 15:11 | comment | added | 505Legion | I'll check it out, but I'm in the optimization stage right now. It is a 1-2 years old creation, and that time, I only knew extrude/subdivide. I just want to use it in my new project, but back in time it was too laggy. Where can I see polycount? I can only see Verts, Faces, Tris and so on. | |
| Mar 16, 2016 at 15:09 | comment | added | Mr Zak | See this blog - topology-guides.tumblr.com. What you would need to do is to create supporting loops in the main surface and extrude buttons from it. However you still should be aware of polycount increase when using this method. | |
| Mar 16, 2016 at 14:57 | history | asked | 505Legion | CC BY-SA 3.0 |