Hey, I'm kind of new to character modeling and i'm having trouble with some weird forms and what kind of topology i should be using.
I've currently got this:
and I legit don't know if this is workable. Are those diagonals going to screw up my deformations down the line? how important is it for me to keep up with the underlying topology?
doing something like the pic below seems like it would deform better (?) but it also looks like more work and is a lot more confusing, and i don't think the wireframe would look as clean.
Any advice would be super helpful!
Replies
make sure the tris within the quad aligned nicely with the body . After that convert necessary parts to tri when you starts rigging . After all mesh are going to be converted to tris in game engine .
you might even need to work with tris anyway , due to how maya algorithm deals with tris .
https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/Maya/files/GUID-97AC9716-FC94-4ABA-B64D-D660183C6AD4-htm.html
as long as the the base quad loop nicely , you have nothing to worry about