Hello Polycounters,
This is a very basic question, with a very complex answer, and that's why I'm having to ask people that know and can't quite google the answer myself.
Why Am I asking these questions: Because for the past 4 months (as lonng as I've been modelling) I've done nothing but follow tutorials, and I am itching to do my own projects. In one tutorial the guy will delete an edge loop, and then fix up that line by putting it in to a triangle. In the next video he refuses to do this and goes out of his way to retopo a lot of edge loops to avoid getting any triangles.
I've no doubt that these problems manifest themselves as impassable when I get further down the pipeline (I've read triangles can play havoc with your lightmap and are not easy to animate?), so I'd really like to get in to good habits now.
So I threw together a quick sonic to demonstrate some questions:
So here I created the arm and leg separately and then moved some points around, combined and merged the verts. All fine, expect it's left me with a bunch of triangles. Am I just being sloppy (this is meant to be very low poly, hence no superfluous edge loops thrown in), or is this totally fine and correct?
In this image I created the tail and head and have not attached them. Can I just hit combine and forget about the intersecting mesh? That saves me from adding to my polycount, but will it make something else impossible to do down the line?
My questions are mainly based at low poly characters (well, something you would put in to a current game engine), but the more information you can give me, the better of course
Any advice will be gratefully received. Thanks!
Replies
As for triangles, it's a little bit of a myth that you should avoid them.
Firstly, a typical poly (4 sides) is actually 2 triangle. All 3D is essentially triangles, just displayed in a more easy to read way.
In your case, it would be nicer to have the mesh as 1 whole mesh, rather than multiple. It means that when the arms deform, there will not be such an obvious seem.
In terms of topology, you need a higher density of polygons under the arm than you would imagine. If sonic lifts his arm above his head - imagine how this would look in your current model, and how the polys would stretch.
Have a look around PC at other peoples character work, paying special attention to the topology of areas that distort. Armpits, elbows, knees etc. Compare the poly-density and structure of these parts, compared to the forearm or calf areas of the meshes.
With your Sonic model, I think you should push your self to model in quads. I understand that it will not be moving but good habits are key. Add a loop or two around the arms and legs and then figure out how to turn every thing into quads. Not only is it good practice but it will help the form. I also think you might be having problems with the tail because the hole has no center line.
Try extruding arms, legs and tails. There in nothing wrong with the way you are doing it but, the problem you are having with topology flow and quads will be less in my opinion.
And on, should you just combine and leave things intersecting, this is another question where id say it depends. For most things id say no but there are times where it is smart to do so.
The best advise i can give on topology, quads vs tris, floating or not, and other questions like those, is to create a folder and add the artwork of amazing modelers. Examples of their topoloy, high and low poly, texture maps, etc. and then give yourself a project where you shoot for the same result. Mistakes you will with be clear. why they did what they did will be clear. It is how i learn for the most part.
This is just from my experience but i hope it helps. I know it's a long reply but you were the first person to reply to my first post so i wanted to say thanks.