View Full Version : Character: Kobold Head - Topology Question

07 July 2003, 01:47 AM

Hey all,

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 July 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 July 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.



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