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Buttocks topology (female) - and pelvis area

Hello! I'm trying to create a female character with topology that will deform well when it comes to animation. My question is, do you think this type of topology around the pelvis is ok? Have I overcomplicated it? Most of the wireframes I've seen have been much more straightforward, but I fear that might not crease in the correct way when the leg is raised backwards. Thanks for any advice/ critique!

butt.jpg

I'm retopologising a zbrush sculpt (in max), so I'm not really worried if I have to mess everything up to get it better, but if you know of any good resources or examples for this topology, that'd be mighty helpful! Also, don't worry about the form, just the topology. Any more details I'd be happy to provide.

Replies

  • gray
    in the back i would take out those extra edge rows at the bottom of the gluteus maximus.

    in the front i would take out all the loops to the navel. and rework all the edges at the groin so they are more uniform.

    if your going to rig it for subd rendering then the topology could be higher and more even overall. for low poly it looks extremely wasteful. you could probably cut the poly count by 1/2 imo.
  • reecpj
    Thanks, I'll start working on that. I guess the navel/ belly button can be added in the normal map, since it doesn't change the silhouette. I was going for crease-able topology around the bottom of the gluteus maximus and on the inside of the groin, so that it would deform and light well. I'll try it your way! The plan is to use it as a medium-res character for in-engine cutscenes, so no subdivision. But I'd like to use it as a base for more sculpting in Zbrush, so it needs to be quads.
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