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Female Character Game Mesh - Critique required

Hello there good people of Polycount!

I'm currently working on a female character for use in a game engine, and am currently doing some work on setting up the topology so that it will deform in the best possible way for the widest range of motions (walking, running, swimming etc..).  I'm about 30 hours in at the moment but am starting to get to some of the trickier parts (the hands in particular) and would like some feedback if at all possible. I'm trying to model in quads as I understand they deform more predictably, however there are still a few pesky triangles around the place.



Current state of the hand. I feel like I could do this with a lot less polygons.


Thanks in advance for any feedback you might have!

Replies

  • AtticusMars
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    AtticusMars greentooth
    Really should have just used triangles where it was necessary. This is typically what character topology looks like in a modern game. Note that the character contains mostly straight edges, using plenty of triangles where necessary to manage geometry density.


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