I'm trying to make a body topology that is anatomically accurate, and good for muscle deformation with no self-intersecting loops. So far most of it is done (very happy with it btw) and just need to lower the polycount on my previous head model. Currently, there is only one, or should I say two areas with what seems to be…
all you got to do is use transpose or make a zsphere rig to deform that area to check and see for yourself. Bend the leg all the ways it could during animation. Does it look bad or not? If not, no problem. This is something worth practicing so that you can get quick at it if you are going to make a lot of models to be…