@ad456m Your character's shoulders are going to have difficult time deforming. A slight retopo might be in place by adding few more loops in that area. Take a look at this http://wiki.polycount.com/ShoulderTopology, very educational.
Hi MachineMinded, thanks for the comment. I have just added 4 additional loops and tris now amount to 538. Any suggestions to confine the tris to below 500? The modified model is displayed below:
Viktor-n13, looks pretty good but could def use some optimizations removing a lot of edge loops if you wanted to cut the count down even more and it wouldnt affect the looks at all.
^ this. Unless you add extra loops for every single joint in the tail, the spikes are going to pump up'n'down in extreme positions. Though it would look even worse if you made the tip of the spikes (the top 2 vertices) use 50-50 weight of two bones instead of one. IMHO even bigger problem is the tail itself, since it is…
Adorable. I'd have him on my computer desk, constantly looping those animations. This is a sort of material test for some poly art stuff. (It's what I call that decimated, untextured, coloured, lowpoly look)
Mr_Drayton - Thanks! I removed the edge loop from the seat and some underneath. I was able to get the bike under 1k tris so I'ma keep the tubes 4 sided if I was to reduce it anymore I'd consider going that route. JacqueChoi - Buzz Lightyear is Gnarly! Spacey - Thank you for the paintover and the tips! I went through your…
you'll need an extra cut / loop on the knee and elbow to get good deforming when rigged the back of the knee and crook of the arm are fine though, you just need the same on the other side to "stretch" with your "collapse"
long story short: quads are easy to model with because they form loops. On the other hand, computers don't know what quads are and only render triangles. (so all your quads get turned into triangles :O )
Also think about the silhouette. eg: that edge loop on the bottom of the torso doesn't need to be there, the legs could be downgraded to pentagonal cylinders or even less and you could break things down on the shoes a bit more where it doesn't contribute much to the silhouette. Also, I think maybe the flaps on the…
bingo , just start with what you know, 500 triangles just means 250 quads :p just start taking out some loops, fusing edges condense feet rings to 4 instead of 6(merge the front 2 and back 2 edge loops) drop trunk ring to 3 (point facing away from head) body could probably be 8 sided at most. ears can be accomplished with…