It's all about laying down edge loops, a crease can be as tight as you wish if you simply duplicate the edge loop, placing them really close together. After a bit you can start to intuitively think like the subdivision, how it will react to how the edges are laid out. Post an example, that's the easiest way to understand…
so I made a loop of bones for each edge loop in the top eyelid and it seems to have worked well! I still need to tweak a few things but all in all its deforming nicely with only rare cases of clipping (if I stretch 2 eye lid parts too far away from eachother) thanks for the tip :)
Owch these are before mesh smooth , i think 5 sided polys smooth well ... and yes , the ear is a bit odd .... just lacking shape? or positioned wrong too? the new modeling style i was trying , was starting the face from 6 sided poly loops , and joining them to make the basic edge loop structure , then adding detail ....
the topology is pretty good, but has a few dodgy areas. The crotch for example needs a lot of work with both the shape and the topology. Also if this is going to deform and be rigged at any point you will want a higher concentration of loops around deforming areas (elbows, shoulders, knees) that sort of thing. these areas…
I'm also a maya noob. I'm having trouble with using bevel on my edge loops. Instead of chamfering it would either delete the new loop and leave a hole or the new edge would be on top of the edge I beveled from. I downloaded NEX but I can't afford to buy it yet. Does anyone have any solutions?
So I've had time to start working on it again today and if I remove the loops, The sword becomes very flat and I kind of liked the subtle shape it gave it with the loops. Is there any other way of fixing the hole that you can think of because I still get those weird shading artifacts. Ill post more later.
the proportions wont matter in zbrush, BUT everything youv marked "bad" is indeed bad for sculpting in zbrush because it will cause pinching and uneven surface, its better to have a triangle than a loop like that. PS, try to have an even spread of loops and subdivisions, ideal would to have each face equally sized, that…
Martin_Ocejo: Heh, I like how you say "you'll want to really define those round loops a lot more for a better profile", yet in your example image you have 4 whole edge loops (the mid-sections around the 2 central bump outs) which don't change the profile at all - they're essentially flat!
[ QUOTE ] edge loop/ring tool in the unwrap window is annoying [/ QUOTE ] you have loop and ring in unwrap mode and you should create peltseams, so you can easily select the edges with the point to point method, which is way better then simple edgeloop selection. Then you can just select the pelt chunks you want...