A lot of the time VFX riggers will create a very low poly mesh stand in that the animators use that's not even vertex deformed. here's an example of a stand in model : https://youtu.be/ATWBg6QfiBk?t=45
Hey Paul great work man! I like how the green carpet drives the eye to the table. Urbanmelon, thats a nice paintover, I think that elements are holding better in your example.
You should post an example render first so ppl can see what you are trying to acheive. Lighting for an environment will usually be a different setup than what it would be for a weapon or character.
The Geopoly button in the Ribbon will create shapes based on the number of edges available. For example, a face with 6 edges will become a hexagon, 8 > octagon, and so forth. Not exactly what you are asking for, but it's similar.
Alright then, here are my example from Street Fighter IV and Ookami... I hope I can have this effect on some of my portfolios... Hope someone can help, thanks... appreciated... =)
It messed up your normals.On the ejection port for example something like this happens: How to fix this: edit normal modifier, unify normals, run script again maybe it works ok after that.
Doors need two hinges to be able to swing :) Also you need a door frame for the hinge to be able to pivot on, Here's a quick example It's optinoal, but will add a bit more detail to your model.
@gem2492 Sounds like a plan! :) I stubbornly redid the stomach/pelvic one more time though. I used @RocketBrian example to push the forms I was missing before. before/after
Hi, uv mapping is an obligatory step before baking maps ? I'm a newbee and it's a bit complex... Here's un example of an uv mapping on a sphere + square. Problem is the same. Thanks for your help