Hi there folks,
I'm currently working on a base mesh for humanoid characters, and I want to set it up with optimal topology for animation.
I set a goal of ~30k tris as a limit for a character, this base mesh at the moment is ~4.7k.
I want to get some crits & tips to improve it. I believe I can shove more tris since I'm rather far from my limit.
Also, I looked @ this vid from "The Last of Us":
https://www.youtube.com/watch?v=myZcUvU8YWc
They show rather interesting rigs and tricks, and I see they use a lot of bones.
I wonder how much bones should I limit myself to.
Any tips are welcome, thanks!
Thanks folks!
Replies
and im no pro but i always got told to definitely avoid triangles at the bentding areas
That said I'm not primarily a rigger or animator either.
EDIT: I made sure by looking it up after I posted, there's no set rule but this explains things rather well I think.
funny thing is when people always tell you this and then someone
else comes over and tells you that...
I actually hate when someone says to do something because they say their lecturer told them they had to or something else like that. My lead artist does that sometimes.
As you go higher poly you dont want collapsing geometry. You would spend more time on the rig and look to create naturally deforming loops around bending areas.
The pose you choose is just as important imo, you want the character to generally be relaxed, more towards an A pose than a T. This just helps hold form easier as the joints are in a more neutral position, it helps keep form if the model has a slight bend in the arm as there will be less volume loss when animated to extremes. Having extremes like you have in the elbow means its probably gonna suck when the arm gets straight