I believe it would be better to space those edges equidistant apart when removing those edges, not so great to suddenly have this huge poly strip in the pectorals. I can see that having strange effects on animation.
It was just how the concept art was when I found it, so I stuck with it. Thanks for the tip guys, I will smooth out some edges. Can anyone post a good example vs. a bad example of baked edges?
I think that if you make sharp edges to the ribcage and pectorals you should threat the rest of the body with some shar edges as well. Like to the triceps or the knee caps. It feels like you're using two different styles.
If that still happens despite the smoothing you can try adding an edge across that polygon on the opposite of the crease(if the crease goes from top-left to bottom-right create an edge that goes from top-right to bottom-left).
Probably obvious, but all you'd have to do is after making sure the meshes edge count was the same is compare the edges lengths (based on #). Object scale differences would trow it off, so you'd have to take that into account.
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Just how it's shaping up. A lot of the edges need sorting out, some are way harder than others; especially some of the smaller stuff. Just wanted to get everything "done" before changing those edges for now.
Thanks, I don't use 3DS and I'm not too sure exactly what you mean but does that mean not everything should be equally smoothed? and I should make it not smooth on some edges that are also the edges of UV islands?
Update with initial wires, only half concerned with edge flow right now. Also discovered the graphite loop tools, specifically straighten, which should allow me to work faster and then straighten out any odd edges.
Pun! I do think Max's selection tools are rather clunky though. Aren't there shortcuts for selecting loops or rings? (Modo's double-click edge, Softimage's Alt-click edge, neither requiring you to find buttons.)