Just marking my spot for the lumberjack from candyland. The topology is kinda messy in some areas, but I plan to fix that. I'm too lazy to scan my drawing, so this is all ya get for now :P
so is it against the rules for two people to enter the same concept?
as for there being too many segments in the boots, as I mentioned, the topology is still a bit messy in some areas. But personally I don't think that's too many for the hips, there's a lot that deforms there. And besides the poly limit is 2500 tris and he's way under that What do the rest of you think?
i meant that those horizontal loops besides not contributing to define shape nor helping deformation are polywaste :P and i believe the "rest of you" will say the same.
hey I'm really not trying to get into a pissing contest here, so I hope you didn't take offense to me saying "what do the rest of you think?" I wasn't trying to imply that you don't know what you were talking about, I just wanted a second opinion.
The horizontal right above the leg helps define the his junk and his butt on the Y coordinate, but you can't see that very well from the 3/4 I showed, the loop above that is for texturing so I can separate where the shirt meets the pants.
And yes, 3 rows of edges around the legs could be considered overkill.
Replies
as for there being too many segments in the boots, as I mentioned, the topology is still a bit messy in some areas. But personally I don't think that's too many for the hips, there's a lot that deforms there. And besides the poly limit is 2500 tris and he's way under that What do the rest of you think?
Especially with the 2500 poly limit.
The horizontal right above the leg helps define the his junk and his butt on the Y coordinate, but you can't see that very well from the 3/4 I showed, the loop above that is for texturing so I can separate where the shirt meets the pants.
And yes, 3 rows of edges around the legs could be considered overkill.