Your character topology can be both cleaned up and needs to have more specific sets of edge loops where the finger joints are, or where limbs bend. Reference the examples in the wiki: http://wiki.polycount.com/wiki/Topology I like the overall flavor the character is giving off. Feels like a sports mascot.
Hey! @snake85027! Thanks for the tip! I certainly think truncating that corner could help. I also want to add more wires looping around and across stuff. I wonder if I could add some more vertical arcitectural elements too like that overpass / patios. Back to work! :P
There is no perfect topology, your tradeoffs depend on what you want to do with the re-topo'd model. If you're going out to an animated game model, you'll want loops that support deformation, edges that support where you want to put your UV seams, etc. More here. http://wiki.polycount.net/CategoryModeling
i used the bridge tool to form a smooth loop but i first went up first alittle and then bridge it and remove the middle part , but i see your point and il bridge from the start of the pillar :) too bad i have no time this weekend so update will be around monday thanks for the help!
wow this is exactly what I was looking for. Some of that may have been common sense to you but I am VERY thankful you put all that down. Yes, the hand hit the forehead a few times. Especially when you brought up the idea about drawing edge loops on your ref.
hah, i will admit my psd's are massive in size. however, in this case the modifier aspect is pretty important imo - after finishing your high poly, delete quadchamfer and turbosmooth and boom your lowpoly is nearly finished; while if you commited changes to the mesh, you're back to deleting edge loops etc.
That doesn't look very efficient for a low poly to my eyes. A few areas I would really brush up on are the hair and skulls, but you don't even have any basic edge loops for deforms in there...? Am I just being stupid and this is the pre sub-D high poly model :p
Also a quicky. Since quads are build of 2 triangles, this could mean some distortion could happen, no matter how good you bakes/cages/normals. This is especially true for very long polygons. Try adding a loop cut down the middle,vertically, where the distortion is taking place. See if that helps.
Froyok, I think the problem from browsing the code is that Maya thinks your $list is one DAG object (which when concatenated together doesn't exist). Something that would be interesting to check is the execution time between doing it that way and for loop. I think Maya behind the scenes is doing it per shape.
I just figured exporting it would give me a little bit more control with more tools. I was trying to use things like ring selection and edge loops and they weren't available. I saw the export button and figured it might have been a convenient solution, but I guess I was wrong.