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topology question

c22dunbar
polycounter lvl 14
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c22dunbar polycounter lvl 14
hi.

i'm transfering the hipoly model onto a lowpoly mesh. i've divided the chest area, as shown on the picture, not to get a square feeling of the edge.

as i dont have much experience in animating lowpoly meshes i dont know if that solution is acceptable.

please let me know what You think.

screenshot002ks.th.jpg

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  • Muzzoid
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    Muzzoid polycounter lvl 10
    Is it for a game? is it for subdividing for offline rendering?

    If it is a game mesh, just use triangles to end loops instead of the complex loops you have to do to avoid it.

    Also you shouldnt need to model in that much detail as a good normal map bake should take care of alot of it, but it depends on what you are doing precisley.
  • c22dunbar
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    c22dunbar polycounter lvl 14
    it's for a game.

    screenshot003sd.th.jpg

    this is how it looked before, and normalmapped looked like this:

    screenshot004um.th.jpg

    while the camera was on the edge level the lowpoly was not visible. but once looking from above the line got sqare.

    i'm not sure if any normalbaking can hide that.
  • almighty_gir
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    almighty_gir ngon master
    no, it can't. normalmaps only show internal detail. external/silouhettes can only be changed by the mesh itself. the second pic you posted (with the green mesh) has a much much better topology than the first one.
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