Hey Polycount:
Quick question, something I'm noticing again while I'm retopologizing this new character.
So I have a body that's mostly symmetrical, so retopology for that is easy, but then I have asymmetrical elements that overlap on top of the symmetrical mesh that COULD be retopologized as one, but I'm wondering if it's professionally (and more importantly, rigging-wise) okay for me to just model these as intersecting geometries and intersect them later after bake?
For example, an asymmetrical waistband that slightly covers one side of a symmetrical leather belt.
And how do you guys generally deal with asymmetrical elements that are intimately close to symmetrical elements during a retopo?
Replies
Just do what looks best, as long as you final result looks good, it dost matter how you got there.
Also, if you're talking about hanging stuff like pouches and whatnot might be worth making as a separate mesh so they can have their own bone and have secondary animation.
In this rig/animation I made, you can notice that the harness and pouches are separate elements:
[ame="http://www.youtube.com/watch?v=KLZg3LOWIEU"]boar@run WIP - YouTube[/ame]