I'm trying to understando how the edge loops for the hips should work. I'm trying to internalize how to use 5-star poles to change direction of the loops.
I was able to come up with this:
Is this ok? Does it makes sense? How should i improve it, or what should i change?
Thanks!
Replies
some of thoes base meshes are very similar to what @Joseph_Bramlett suggested.
@lucardo Keep in mind that the topology needs to flow in this way to deform properly. You currently have the blue part on your mesh go all the way to the hips when in actuality they should only go to where the crotch meats the leg. This mesh Im showing you here is meant for in engine use and is intended for good deformation. Normal maps and some projection(conformation) work can shape this topology to better capture certain muscle groups like the butt.
I originally did topology on a nude model like you did originally but all the vertex poles were problematic.
I built the orange area to be able to stretch and compress as the leg pivots backwards and forwards, just like a real butt. The triangles are like the pivot point of that area. The other triangles on the mid thighs are mainly for smoothing out the silhouette without having to add complete edge loops. You know, you have to be efficient with your polygons!
Like @Alex Javor mentioned, experiment to figure out your edge loops.