He guys, im courrently working on a giant/orc character which will go into a games engine, and im in the process of retop, wondering if what i got so far is going in the right direction
Hey looks pretty good. The only area I would change is to maintain the shape of the shoulder when the arms are straight out in front. You can do that by tweaking the flow of the edges I've indicated here:
By the way i think questions like this belong in Technical Talk
Knee joints as well as elbows (and maybe fingers) could have better topology for deformation so they don't collapse.
You could get away with some of the tricount around his bellybutton and use normal map.
Not going to spend too long looking at this. But you definitely need more loops around the finger joints, the loops there are way too evenly spaced. Also the loops around his boobs/chest will make it a bit tricky to skin. The torso bends along it's length, so generally you want horizontal loops there (unless his upper body will be 100% weighted to one bone).
I would say your topology around the shoulders is a step backward, I think your polygon count and muscular body demands strongly defined shoulder topology and not just loops!
But it's not terrible by any means.
If you really want to learn good topology I would try some basic rigging and skinning as this will help you understand it loads better.
Replies
By the way i think questions like this belong in Technical Talk
You could get away with some of the tricount around his bellybutton and use normal map.
I would say your topology around the shoulders is a step backward, I think your polygon count and muscular body demands strongly defined shoulder topology and not just loops!
But it's not terrible by any means.
If you really want to learn good topology I would try some basic rigging and skinning as this will help you understand it loads better.