This is what i found for movie topology. Been watching behind the scenes lately from various movies. The topology is to much, i am not sure how they managed to rig these models. Do they have even lower model for a rig, and then transfer all that stuff to higher model * like this one? What is the best way to understand…
the way you think about topology for film is different. specifically for characters. film creatures are roughly ~300k+ polygons = 600k+ triangles. you spread your density into areas that have the most deformation. the face, hands, feet, shoulders etc. that is assuming you are going to see all those parts move in camera.…