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
Ahh, I wouldn't go by my grass haha! I've yet to paint some grass I'm happy with, it's such a hard texture to tackle. Here's a really great example though, by polycounter TelekineticFrog.
No worries BakeACake, i havent had the time to get an example up myself but you're correct in saying that it seems to happen randomly. Will try to get something next time it comes up in production
The diorama was a painting, yes... but they want you to come up with a concept on your own and render it in 3D (hence why they spell out the tri-count limit on the tree for an example). Good luck to all :)
http://www.conceptroot.com/concept-art-polycount-feed/ Already does this! Although it would be nice to see multiple images next to each other like in your example instead of a single image at a time.