Just curious what people are doing these days. For high poly characters is anyone manually making low-poly topology or just using other methods/tools? For me, using a decimate modifier in Blender seems to work pretty well but I don't know if people car about specific edge loops anymore. Maybe in the face or certain areas, but I'm assuming most people automate this now?..
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And I might be wrong but I think that when you do this kind of thing and you use some kind of SSS on your model, it gets really problematic with lighting.
Of course people still care about specific edgeloops!!
Probably now more so than ever, as real-time characters and rigs become ever closer to their cinematic/vfx counterparts.
Unless a character has suitable topology the deformation will be shit.
Also, clients/studios often provide a character basemesh that will be an agreed upon organised(animatable/deforming) topology.
And as mentioned above, a clean mesh that passes down the pipeline and isn't a nightmare for other artists to deal with is expected at a professional level.
Allowing laziness like this to creep into your workflow is not going to benefit you as an artist.