Hello Polycount! I'm new here, and as a student in video game art and animation, I'm new to the scene as a whole. I've always wanted to bring characters to life so I chose to specialize in animation, however we've learned a lot in Maya with a boundless amount more still left to learn, but as my final personal project…
I was informed to have the edge loops try to follow anatomy a bit so that it would be easier to animate. Is it actually a better choice to try and make them straight? I am aiming for a lower poly / res model, since I want to focus on animating but I want to make sure it's with a model I've created. Thank you for the…
Alright, so after the input I received and some more time in class, I've edited the topology of the character and removed some tri's, as well as followed the advice I was given. How is this looking now, as for an Animation ready game model? Thank you again in advance, this has been very helpful!
if you aim for low res model try something a bit more organized , keep your line straight this way you will have much easier time painting skin weights , also its a good idea to have at least 3 edge loops per joint or some modification of that
Alright, that makes sense. So the straight edge flow is more of a safety so you know how things will deform, as well as making skin weights easier. I'll try for that, thank you again! I appreciate it!
There is no rule that say you should keep them straight , you can have them as crooked as you want It will be hard to predict if deformation will be correct and painting weights can be confusing Don't have to make them all straight just around the joint will be enough