Rookie here, but serious about improving. I'm currently practicing on a male base mesh, and any critiques would be hugely appreciated.
One specific question (I'm modeling in Maya, fyi): I've used Soften Edge on the head because I noticed that it looked very faceted in the default view mode. Would a typical game engine like UDK support softened edges, or am I using it as a crutch to cover up my noobie modeling?
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Like nick said though, your biggest problems aren't with topology, you've got some issues with the overall form and anatomy. Dig up some photos and anatomical references and reevaluate what you have.
@Shiniku: Thanks for the points on the topology, I tried to fix the loops you mentioned.
Grr! Those ears! They're still giving me a lot of trouble. I'm finding it hard to get the shape right without adding a lot more resolution to the head. They will be overcome!
I've also started the body mesh--it obviously still needs more work. But if anyone sees any glaring errors at this stage, I'd appreciate the feedback :-)
If you don't mind I've jotted down a few pointers/thoughts. Keep in mind I'm not a professional and am no expert of topology myself, these are just the things that stuck out to me, and I tried to give some vague advice or direction for how you should fix the problems.
The best thing I can recommend is to go to the polycount wiki's topology pages.
Also, don't be ashamed to find some good topology online and draw from it heavily - well pretty much copy it exactly. For a beginner, this is a great way for you to learn, and I doubt anyone will be getting mad at you about it.
Update! Hands and feet are too rough to show yet, will work on them more tomorrow.