Hey Polycounter!
This may sound like a stupid question. but when i have this topology:
and i know this piece will not move and bend that much and i want to "reduce the poly-count"
can i do an uneven topology like this:
The piece in the middle actually does not need so much polys like on the first picture.
Or is uneven topology generaly a bad idea?
Replies
The position of each vertex is what the computer is keeping track of. Your textures are glued on to the vertices, so to speak, So, if your vertices are less equidistant, you'll going to see worse texture stretching during deformation, because if one vertex has influence over more pixels than another vertex adjacent to it, you'll have uneven stretching.
Probably hard to understand just by reading.... if you duplicate the mesh and make a version of it with equidistant vertices, quickly UV both of them and slap on a texture, then try bending both of them and watch what happens.
A few tris extra isn't a big deal. Especially on a character.
What you've drawn there is two less than optimal solutions. Use the larger squares, but space them evenly. Easy way to do that is make two polygons like so :
to get your basic shape, then add one level of subdivision. Or just pop in edges as you need. Basic principle is to get your form with the absolute minimum amount of geo, then add in extra resolution only with purpose. Only reason to add even more geo than you need to shape your form is if it gets ugly deformation during animation.
super useful information! Thank you so much!
I have to try this.
BTW i read that a triangle-polygon is a "don't" on retopologizing but isn't it in the game engines "converted" to tris anyway?
@Mark Dygert Seem i have to learn skin weighting and rigging