The “bendy straw” topology is probably the most basic method for connecting a character’s limb to its body. But apart from non-sub D low poly characters, or beginner modeling tutorials, I rarely see it used.
I understand that it could be an issue if you want to accentuate the shape of the shoulder or something like that, but is it really problematic for a “smooth” cartoon character? Maybe it creates limitations in the way the mesh can deform?When looking at Pixar characters, they also seem to be using a more robust topology, even if they have relatively simplified / cartoony bodies:
Does anyone have more insight on the subject? Thanks!
Replies
http://wiki.polycount.com/wiki/ShoulderTopology
This is probably the single most complex joint for deformations, besides the groin. The trouble comes when simulating what human bones and muscles do as a character raises their arms above their heads. There are a lot of additional movements to "sell" the motion, including the clavicle and the shoulder blade.
The bendy straw topology just doesn't look that great in extreme deformations. But it really depends on the character style and what it needs.
Best way to learn what works is to try it and see!