This is my character, Alex the Axolotl. I would love to hear feedback about what could use improvement, both for the texturing and the geometry.
In particular, where should I split the edge loops at the elbow and knee joints for better deformation?
Would I want to split the geometry like I've sketched here, or is there a more optimal place for it? Same question for the elbows.
Thank you for taking a look! I'd appreciate any feedback.
Replies
http://wiki.polycount.com/wiki/Limb_Topology
I'd figure out how to get that slimey material feel on the skin. Look into the Clear Coat shader for Unreal.
Does this look right to you?
and an extra half loop at the elbow like this
That's what I tried to emulate on my mesh, but mine has more edges around the limbs than these examples, so I'm not sure at what point these rings should be split.
By the way, here it is with a clearcoat material on the skin. I'll still need to play around with the settings.
Or maybe like this?
User K’vin generously rigged and skinned this model for me, which came out amazingly expressive and properly deformable.
One thing I would like to do with this character is to make it able to be retargetted to from the UE4 mannequin. If anyone with Unreal skeletal rigging experience would like to work on this rig to make it compatible for me, I’d love to compensate you for it.
Check it out! There were parts of my original model that I wasn't completely happy with. Notably the gills, groin, and tail. I've gone back and changed these elements, and made a nude base form that I can dress instead of the jacket and boots with no torso or feet geometry that I had previously. I'm quite happy with how this little guy is coming out.