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Topology - polycount - main game character

polycounter lvl 8
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Steban polycounter lvl 8
Hi guys, it's been a while since I posted in a forum, I need to get back! 
I'm working on a personal project, that is a main game character, hopefully for AAA games. 
I want to know if this topology is ok, (I follwed main folds flow) and how many tris should a main character have.  And this is a prev of the high poly. 

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  • ZacD
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    ZacD ngon master
    Generally for characters, you want the topology on limbs to be an even grid following the arms, and extra geometry where it's needed on folds. But generally the topology should go straight up/down and around the limbs. Here's a great example. Keep things pretty evenly spaced and square.  


  • AtticusMars
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    AtticusMars greentooth
    Even better example imo: 


    You should be able to look at your mesh and make sense of the topology and where your edges are going, your topology is very chaotic with redirected edgeloops everywhere. Try to keep things straight as ZacD said.
  • Steban
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    Steban polycounter lvl 8
    Thanks guys! So, for limbs it is better to do a normal tube like edge flow, qwith more lopps in joint areas.


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