Hello, thanks for reading my post.
I am currently in the process of retopologizing a torso piece and will want to animate it later. I have not done this before and was hoping that someone could take a look at my topology and let me know if it will animate properly. The animations will need to be smooth and realistic.
I have inserted some images below.
Thank you very much for any feedback.
Replies
This was to get a tidier sculpt base than my initial dynamesh I started out with after i'd got to a good enough point.
As I know, if you're retoping from a completed sculpt and the retopo is for baking onto, animating, making into a lower poly game model, you can use triangles which will give you more freedom to get the shape looking nice and also make the topology geared toward deformation for animating.
However, If you are still sculpting and want a base to move up and down sub division levels, it's gotta be quads spaced out relatively evenly, as previous guys mentioned.
Hope it's helpful~~
Here's a good reference from the polycount wiki that gives 2 approaches. They are super low poly but the forms/flow can still be applied to higher poly models I think.
The information at this site: http://www.cgmascot.com/design/modeling-for-animation-body/ also mentions that intersecting U pattern to be used to help with deformation. The only time that I read/saw simply edge loops used like the ones mentioned by vavavoom is on VERY low poly (basically toon/stick figure) type models (which mine wont be).
@rollin, you mentioned to NOT follow the muscle pattern, but to instead use simple, even grid pattern, would something like the one below animation just fine?
Thank you!