View Full Version : body modeling topology question
scrawford 11-06-2007, 07:30 AM im just wondering how important it is to outline the main muscle forms with edge loops when modeling a body. it seems like now a days most detailing gets done in mudbox or zbrush, and i see a lot of models that are basically a series of modified cylindars. then they get put into zbrush and turned into masterpieces.
im just cuirious how important it is to make your edges flow around the major muscles in the legs, arms, and back; or if you can get away with the "modified cylindar" technique. also if anyone could point me towards some ideal body topology that would be great.
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phifehinds
11-06-2007, 03:44 PM
Depends on what its being used for. If its just still shots you can model something from start to finish in Zbrush alone. If its something thats going to be rigged and animated, you need proper poly flow and edge loops so that it deforms correctly.
waterlilly
11-06-2007, 04:06 PM
I'm working on my first female model and have a few questions. I don't plan on animating my models very much but I still need to pose them. I'm worried about making my mesh too simplistic, so roughly how many polys is recommended to keep things simple but still have good deformation? The fine details will be put in through a displacement map.
waterlilly
11-08-2007, 04:57 PM
Hmm, no reponses yet? Should I post my model for feedback on whether it's too light for proper deformation?
Rainroom
11-09-2007, 11:36 AM
roughly how many polys is recommended to keep things simple but still have good deformation?
actually there is no proper answer to this question...depends on how detailed u want ur model to be in certain areas. for me a generic female model consists of roughly 7000-8000 polys(all quads)...but it may vary.do not worry so much about the poly-count...keep more edge-loops where ur model will deform, like the shoulder,knee,wrist etc. and try to make the edge-loops complete circles in these areas...no discontinuty.
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