in your spefic use case you got in the screen shot why would'nt you just duplicate the polygons from the object your trying to conform too and use those?
Didn't Bayonetta have fairly small, sectioned off environments? Since they have stricter control over what is shown on screen they can feasibly spend more polygons on assets.
I would say these days it wouldn't matter because a 2 sided shader is cheap and an extra 100 polygons won't change anything either. So then I'd go with the shader.
No replies xO It's okay I guess. Made a character that I think would fit with the rest of the style. Not rigged yet, but has high polygon count because of the outline clone.
Too high poly-count. Try to optimize. Lunara from hots has 10482 polygons with weapon. And textures need more details, and noises, they looks simple and poor now.
Also another resource I've referenced on occasion when tackling a particularly fiddly issue: https://www.google.com/amp/s/www.ebalstudios.com/blog/polygon-modeling-basics?format=amp
I was just wondering if anybody knows how to make it so that the UVW Unwrap modifier emits from a straight parallel view so the UV's are the same shapes as the highlighted polygons???????????????
so, if i understand, your trying to make an arbitrary 3d polygonal volume and apply a shader inside the volume? does the volume move? ie 'interactive' does the camera move?
I found this MaxScript http://www.klaasnienhuis.nl/2012/09/import-kml-files-in-3ds-max/ it orientated and imported my polygons from google earth fine, but the scale is off.