I used those loops before and it didn't flow that well when I did my blend shapes. These are the loops I got from someone I know in the industry and so far they've been working great. I can probably remove a few cuts, we'll see how messed up the unwrap is. Thanks for the suggestions ^^
Is this the hi-res for normal map extraction? Looks like a very dense mesh to work with, you could have fewer loops and maintain the same form...i personally find too many loops can cause pinching (at least in high poly/normal mapping situation) plus it's a pain to manipulate. Here's a topology example that i like to use:
hope you dont mind, here are some quick crits before i hit the sack. they aren't ment to sound cold. i'm just writing them fast. 1) The head is to tall all together you could scale it about .75 on the y axis and it would come across as better. 2) the nose bridge is very wide, and the nostrils are slightly wider than the…
I 've finished the wings, and the blocking so far. Right now, I'm modeling the head. I'm really happy with the new loops I'm using. I think I'm gonna unwrap and block out some textures pretty soon. Getting that done helps me model more detail later on.
[ QUOTE ] why would you unwrap before you're done modeling? [/ QUOTE ] I like being able to mark up my mesh for reference. And my loops are usually solid enough that the unwrap barely changes even after I add detail. I'm also trying alot of different methods to see what I like best. If this doesn't work out I'll go back to…