The two things I see that you should aim for are :
- more consistent mesh density : Parts like the hat or lower jacket tend to alternate between tight and large loop rows which isn't good as far as posing your character goes. The more even geometry you have, the smoother your cloth will look when posing, and there'll be less risk of stuff clipping through other stuff when you deform the mesh.
- more efficient vertex/edge distribution : best example is the knee joint, you'll see that there are a lot of edges on the back view that serve no purpose. You shouldn't hesitate to put triangles where they won't alter mesh animation, because otherwise you're wasting vertexes on big loops that you could have saved to get a smoother silhouette on different angles. If you look at your model from a perspective viewpoint, you might notice some anatomy parts will look a bit rigid.
here's a set of useful references for low-poly anatomy :
https://www.pinterest.com/psjhhh/%EC...D%B4%EC%96%B4/
Replies
I really hesitate about triangles. In which way can they alter mesh animation? And where must I not use triangles in my mesh?
Also for the elbow topology if this help https://s-media-cache-ak0.pinimg.com/originals/25/30/2d/25302db2b7801adaa45473019117e39c.jpg
Still, on the image to linked I would say, that the one with the triangles looks more natural.
http://blog.digitaltutors.com/modeling-with-quads-or-triangles/
http://blender.stackexchange.com/questions/2931/why-should-triangle-meshes-be-avoided-for-character-animation
There are very few "right" and "wrong" ways to do topology. Generally speaking, every edge loop should affect the silhouette of the character or support deformation during animation. If your loop does not do one of these things, then you should evaluate if you need it in the model.
In version 1, your character's coattails are fine, but imagine what would happen if they started blowing in the wind. It might look a little unpleasant because there wouldn't be a smooth transition from the middle of the coattail to the tip. Your new coattails will now animate more smoothly because there is more geometry, but costs you in performance by increasing the polygon count.
(If you're using a mesh in a sculpt, you want to avoid triangles and create square shaped polygons so that the algorithm can divide the model with equal detail.)
Edit: How many edge loops you should have boils down to what you want to be the focal point of the model.
I used the references you posted to model the elbow of my character and also went over the whole model and deleted edges and vertices I think I don't need.
It looks better now, but the face is not finished yet. I want to work on the eyes, nose and mouth a bit more before moving on to the antisymmetric parts.
Personally I insist on adding a bit more geometry to the legs, those bright socks are gonna be something to look at.
As an example, I would have separate objects for:
-hat
-hair
-head and neck
-pipe
-bow tie
-coat
-hands
-shirt and legs
-shoes
And then each of those I'd likely break up into smaller pieces (lapels, buttons, buckles, etc). In Max, this is as easy as selecting the faces you want and clicking "Detach" on the right panel. Not until the very end would I try and weld things together where it makes sense.
Working this way you'll be able to give each object the attention and forms it needs without having to worry about how it's going to fit into the rest of the model's edgeflow. The opening on the coat doesn't have to run down edges defined by the body anymore - it can drape and flow naturally over the body. You should feel more free and have more fun modeling. It should be fun! You're having fun, right?!
@darkmag07: Thank you for the reference on face topology! I will post an imgae of my character's face, when I feel I made some progress.
@Spacey: Actually I have thought about using different objects or just one for a long time. I just did not do it because I was not sure whether it is right. That is also the reason why I am so fraught the whole time. I want to do this right.
I think I finally get it, that there is not just one way to do this correctly, but that I just have to keep certain rules in mind when modelling and do it as I prefer. I'm still not there yet, but I am lighting up, I think ;-)
And yes, I am having fun. Actually I haven't done anything in a while that kept working for hours and researching without wanting to stop
You guys help me a lot, thank you!