So I started with a low poly base humanoid mesh:
And I wanted to add a robe to the character, so I started making modifications to the legs and...
It's not that bad? But...it's quite uncomfortable to look at lol. It does look like the character has a robe once it has the textures, but still, I think that this topology could be WAY better.
I'm actually stuck there, I've already eliminated/merged some faces and that's the best I could do, for now. So, how can I improve this? If it's possible, or is it ok like that?
No much detail can be added since it needs to stay low poly. Textures will do the rest.
Replies
Hmm.. Blender.. Mirror modifier? Some weird normals (see Overlays -> Face orientation) or maybe Clear Custom Split Normals.. And maybe give it some volume (resize with 3D cursor as pivot point; except the feet)?
Ahh yes, mirror modifier did help a lot. Auto Smooth from the model data was also giving those normals that weird look. A few extrusions and merges and now it looks way better:
Not perfect but good enough.
Some examples here that might help
http://wiki.polycount.com/wiki/BaseMesh
http://wiki.polycount.com/wiki/BodyTopology