ChrisDeKitchen
01-07-2008, 06:59 PM
Hi, I've seen several experienced people say that edgeloops/polyloops should follow the general flow of a characters muscles when it comes to subD modeling, but does this also apply to more low/mid-poly models? (10000-15000 tris) Models that mainly are intended for game purposes.
It seems to me like if you don't follow the flow of muscles etc on a low/mid poly character you'll be able to save a lot of polygons... However, what I'm uncertain of is what is best for animation? When there's not as many polygons to go around could it actually be better not to follow the flow of muscles etc in order to get a better result out skinning/rigging/animation? I'm mainly thinking of characters that are human-like since that's where it's easiest for the average person to spot problems.
I'd love to hear some proffessionals thoughts on this, or if someone had a wireframe screen of some great looking animated games character that would be awesome.
It seems to me like if you don't follow the flow of muscles etc on a low/mid poly character you'll be able to save a lot of polygons... However, what I'm uncertain of is what is best for animation? When there's not as many polygons to go around could it actually be better not to follow the flow of muscles etc in order to get a better result out skinning/rigging/animation? I'm mainly thinking of characters that are human-like since that's where it's easiest for the average person to spot problems.
I'd love to hear some proffessionals thoughts on this, or if someone had a wireframe screen of some great looking animated games character that would be awesome.
