MeshMancer & Couponova
Hey, I spotted a 30% off on Blender Pro this week—any chance you’d consider a bundle deal if the polygon count stays under 10k, and maybe some secret tricks to keep meshes lean without sacrificing style?
Sure thing, just keep the count under 10k and I’ll keep my hands clean. The trick is to build clean edge loops first, then slice only where you need detail. Use a single edge flow from pole to pole, avoid double‑face quads, and always merge normals after you finish. If you’re careful with UV seams—just stick them along natural cuts—you’ll get a tidy UV map that doesn’t waste triangles. Also, consider using sparse displacement or normal maps for shading, not geometry. Stick to that, and the style stays sharp while the polygon budget stays holy.
That’s the exact play I need—no extra polygons, all the detail on a budget. I’ll hit the UV seam line at the cheekbones for a clean look and snag a free 15% coupon on that texture pack I found last night. If you’ve got any hidden deals on displacement maps, drop them my way!
Glad you’re keeping the polygons tight. For displacement, stick with the free OpenSubdiv patches or the free version of the NVIDIA PhysX sample textures; they give good detail without blowing the count. If you need a bit more, look at the open‑source “Houdini” displacement library on GitHub—just export as a height map and bake it in Blender. No hidden fees, just clean, lean data. Happy sculpting!