This is to be used in a third person shooter. Will the 5 point pole on the inner thigh be troublesome for the animator?
And will a kite polygon cause problems being in such a high deformation area?
Thanks a lot. I'm really having trouble trying to find ways around these, even using reference. I don't know why this is so hard for me. Feel like a moron.
Replies
Take a look at this site, it shows an example of how the topology should look for animation:
http://www.cgmascot.com/design/modeling-animation-test/
Stay patient with yourself, take regular breaks and keep trying - you'll get there. Hope this helps.
Yeah, I'm committed to getting this right, no matter how long it takes. I figure anybody can make a cool looking model, but I want to be able to hand something off to an animator and them to not have any issues with it whatsoever.
Good luck !
This seems to make sense. Build the simple form first -- it already has the appropriate edge loops, and then bring it over my hi-res mesh, tweak it into place, and then I can selectively take out unneeded loops and add extrusion offsets at key places like the knees....
I'll give this a shot and I do a bit of reading on the subject as well.
Thanks guys.
In other words : if you want to learn how to do a good game-friendly retopo pass, do *not* practice bruteforce retopology. Instead, study finished models from professionally made games, and practice building simple models from scratch.