something was mentioned once before about wrap deformers, i think it was to do with binding a low poly mesh and then using that to deform the high poly meshOriginally posted by vgcollector666
I don't know if I should start a new thread for this but, what are some pointers, tips, helpful hints, etc. for creating a high-poly character that will be animated eventually? Any and all help will be appreciated as this is my first major project and until now I've only dabbled into maya's extensive package.
Originally posted by Chirone
lthough you need the high polymesh to create a high poly mesh to begin with i think
so am i...Originally posted by gster123
What does that mean, high poly mesh to make a high poly mesh? Confused with that one.
Yeah Jay, doing quite a few charcters for my uni work, I've found that it works out best, the Tpose would be great for animation where the arms go over the head etc, but most of the time 45 does a great job.Originally posted by Jay
For sure mate the deformation is far better, the t-pose is fine but when you think about it nobody really walks around with their arms up. This has always bothered me in character setup. The T-pose make the bone placement easier but not for weighting.