Hello there all.
I've sculpted before using other people's base meshes so I figured I'd try and make my own.
All in all I'm pretty happy with it considering its my third model ever (a crate and barrel being my first two, :poly124:).
But I'm hoping you fine gents might be able to help me improve my topology.
Some points of interest that I hope you can help me with:
- The model has 4 tris that I've been unable to turn into quads (2 on each hand).
- From the front the shoulder joint looks like a tri but its actually a quad.
- I have a few "poles" - on the feet, hands, and shoulders.
- I think I can probably shave off a few edges on the torso?
- The back of the neck seems to have too many polys.
- He has no butt although it still works when sculpting, I'm wondering if you have any suggestions?
- The bottom where the crotch/butt link is a single quad, I'm not sure if it matters and I could divide it but I'd be creating two poles - should I?
If anyone can help me with other crits or advice I'd greatly appreciate it.
Cheers.
Replies
You also dont need to quad all faces....you can go for triangles....
give loops for elbow/knee etc, the joint bending region for expansion and contraction of faces
I realize I shouldn't have any 5 sided faces and tris (same deal as ZBrush), the problem is more that I'm unsure of how exactly to get rid of them though.
Getting rid of the n-gons result in more tris and vice versa.
Any advice?
Also, forgot to mention, I plan to chamfer the biceps to make it more even.
I'm not quite sure how to properly space the ankles without losing definition though - does that even matter considering its just a base?