View Full Version : Character: Kobold Head - Topology Question
07-09-2003, 01:47 AM
I'm usually a Maya NURBS guy and I'm trying to model this Kobold character (lizard-ish thing). I need some advice on how to keep the mesh clean and organized. Here's what I have now, what do I need to do in order to make the mesh look "clean"?
Thanks in advanced,
edit: Also, I notices that a lot of models are completely done in quads. As you see I have some tris in there due to a bad split poly habit. Is this bad for the mesh?
07-09-2003, 02:08 AM
yeah you're right, try to go with quads whenever possible. it'll be quite simple to give your mesh a quad-treat.. my paintover is not complete but it should give you a push into the right direction.. remove red, add green edges
07-09-2003, 02:12 AM
Thanks for the paintover, fist. So I've got the delete edge button handy on the shelf, just go nuts eh? I'm planning to texture, rig, and animate this. Updates soon.
01-15-2006, 03:00 PM
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