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Mesh Topology

I'm having trouble with edge loops around my character model's hips.  Any tips or suggestions to help improve?


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  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    You don't need to do that U loop.  Just add more edgeloops as you need to AND THEN delete/tie off those loops when you're done modeling all the required shapes.

    Check the Polycount Wiki for character topology examples.
  • Dethling
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    Dethling polycounter lvl 11
    It's really nice that you thought about the knee topology, but neitherless I would start over since the base topology looks very off. 
    I would take a look wireframe from games (or tutorials) and try to rebuild them.
  • JWIndie
    Dethling said:
    It's really nice that you thought about the knee topology, but neitherless I would start over since the base topology looks very off. 
    I would take a look wireframe from games (or tutorials) and try to rebuild them.
    You don't need to do that U loop.  Just add more edgeloops as you need to AND THEN delete/tie off those loops when you're done modeling all the required shapes.

    Check the Polycount Wiki for character topology examples.
    After another visit (starting over) i think the topology is much better.  I did some test rigging and it seems to hold up to most of the deformations I plan to have.  I watched several tutorials too!

  • bruno-massagli
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    bruno-massagli polycounter lvl 2
    Is him Cartoon model? I suggest nailing down the pelvis linking to the leg, so you can skin easier for z axis rotation.

    You surely can do other rotation axis even easier.

    About abs topology, if you link the head to the body all quad, you need to do a edge loop in the abs, it is the opposite of you did initially, it is just to lower the polies, else would be a mess. Cartoon characters dont need that abs form so noticeable, so you dont need to worry.
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