Reply To: Searching for topology and modeling advice

Forum Archive Searching for topology and modeling advice Reply To: Searching for topology and modeling advice

#59096
silentheart00
Participant

    What kind of advice are you looking for?

    My general advice for characters is:

    • Keep everything as quads, which is what it looks like you’re doing.
    • When box modeling (as opposed to sculpting and retopologizing), I would suggest to model the big features first, then refine.  For example, I would have an edge loop in the middle of the shoulder joint, extrude out to the middle of the elbow joint, refine the elbow edge loop, then extrude and refine for the wrist.  That way you have the base form done, then you can refine.
    • There must be at least 3 face loops of polys around each joint.  It really helps give a clean deformation.
    • With the face loops around joints, space them closer on the side it pinches and space farther apart on the side that stretches.  Again, helps with the clean deformations.

    I’m assuming you’re making a film-like character.  My advice may change slightly if it’s for a real-time character, but these are still good general guidelines for building a character no matter its intended use.