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Old 14th Apr 2013, 12:10 AM DefaultI'm a bit stuck on whether or not if I should change my mesh somehow? #1
Felquish
Original Poster

Lab Assistant

Join Date: Aug 2012
Posts: 64


Hello. I'm trying to create a cochlear implant. I plan on creating a cochlear implant that will not only be for just one side but two sides as well. It will be an accessory.

My mesh is shown below and because I'm a beginner at this, I'm afraid I'm creating too many faces or perhaps it looks too boxy. sldkfjgasdlkfj

Also, I'm kind of worried that the mix of black and gray textures (whatever they are called) are not good?

NOTE: You may notice the circle thingie below--that's the headpiece. There will be a "wire" added later but I'm just focusing on the base part of the processor first. I also do recognize that it is WAY too big. Yes. That's why scale exists, right?
Old 14th Apr 2013, 12:11 AM #2
Felquish
Original Poster

Lab Assistant

Join Date: Aug 2012
Posts: 64


Forgot to add picture. :c
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Old 14th Apr 2013, 12:34 PM #3
BloomsBase
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Join Date: Sep 2009
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the black faces are reversed, you need to select them individual and choose reverse vertex order from the Face menu.

Thise happens when you create a face from scratch(with 3 vertice)
Selecting the 3 vertice counterclockwise will create a face facing forward, selecting it clockwise will make it face backwards.
If you right click in your 3d window and choose hide backfaces the black faces will become invisible(like ingame)
You need to reverse them.

I personal think the facecount is just right
Old 15th Apr 2013, 04:16 AM #4
Felquish
Original Poster

Lab Assistant

Join Date: Aug 2012
Posts: 64


Ahh~ Thank you for pointing that out. (:

Also, do you know what the ideal polycount for accessories are? I can't seem to find the answer anywhere!
I also need to figure out how to connect a cylinder to both the headpiece and processor.
Old 15th Apr 2013, 01:09 PM #5
BloomsBase
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have a look at existing accesoires for the polycount.
i would not create a cilinder for that but just some flat faces connected
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