i have doubts about this part of a human character, i always done it that way but it just looks odd. when i check other wireframes people got it different and im wondering if i should change it to that. heres what am talking about:
Part of the issue with newcomers making topology for characters is that you always try to make the topology fit the shape of you model. Instead, remember that you model can take on very many shapes, lifting either leg or bending at the waist will change the shape of your model dramatically. Your topology should reflect that. Think of how her butt cheek will curl under her leg when she sticks her leg straight out. Think of the joint between thigh and hip in the front and what that would look like when she is sitting.
Areas that can become larger or stretched out should contain a few extra edges to support that shape once it is deformed.
A really good place to start is to look at an e-book written by Brian Tindall. He's a former Pixar employee and knows his stuffs.
He goes by the moniker Hippydrome and his book is called 'The Art Of Moving Points'
This is the topology I'm normally using when modeling hips. I personally found it a lot easier to skin than the regular approach (like the examples in the polycount wiki) and it deforms reasonably well (in most cases, at least).
However, one drawback is that you'll probably have to model the leg at an 45° angle, which is a bit more challenging than the default t-pose, but results in way better deformations.
Anyway, here's a short (youtube) video showing the topology and how it deforms:
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Areas that can become larger or stretched out should contain a few extra edges to support that shape once it is deformed.
A really good place to start is to look at an e-book written by Brian Tindall. He's a former Pixar employee and knows his stuffs.
He goes by the moniker Hippydrome and his book is called 'The Art Of Moving Points'
Here are a few examples of good topology : http://wiki.polycount.com/wiki/BodyTopology
my main concern is what i should do with all these edge loops that dont have anywhere to go:
This is the topology I'm normally using when modeling hips. I personally found it a lot easier to skin than the regular approach (like the examples in the polycount wiki) and it deforms reasonably well (in most cases, at least).
However, one drawback is that you'll probably have to model the leg at an 45° angle, which is a bit more challenging than the default t-pose, but results in way better deformations.
Anyway, here's a short (youtube) video showing the topology and how it deforms:
[ame]https://www.youtube.com/watch?v=VDsu59q_YSw[/ame]
I hope that's a bit helpful to you. If you have any specific questions, just ask!
are all these edge loops okay to have? i need them for the rear but in the front they create folds.