Good topology for animating?

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Old 02 February 2013   #1
Question Character, young female: good topology for animating?

Hi,

This is my first try at creating a game character and I am currently in the process of retopologizing it to prepare it for animation. It is supposed to be a main character and its polycount should clock in at about 9.000 - 12.000 tris when it's finished. Polycount for just the head/neck in its current state is about 2300 tris (could probably be improved further by removing some of the facial lines).

Now, since I have not much of a clue about animating characters just yet I wanted to make sure my topology is good so far. I have avoided triangles like the plague. So, to all the animators and other knowledgeable people... Are all necessary edge loops in place? Should the mouth be closed when retopologizing? Is this how ear topology is done? Is this head ready to be animated? ..and if no, how could I improve it?

Thanks in advance,

Sim

Last edited by sims0nite : 02 February 2013 at 08:29 AM.
 
Old 02 February 2013   #2
I think that there could be a problem with eyelids, especially with upper one. Try to make it more detailed , add a few polygons. Sorry, can not find a picture right now, just google it.
 
Old 02 February 2013   #3
Thumbs up

Thanks. (: I tweaked the head a bit more and proceeded with the upper body so here's a quick update. Hope the eyes are good now.

 
Old 02 February 2013   #4
Originally Posted by sims0nite: Thanks. (: I tweaked the head a bit more and proceeded with the upper body so here's a quick update. Hope the eyes are good now.


Hard to say , cant see it on the image.
 
Old 02 February 2013   #5
Sorry, my bad. Here is a close-up. (:

 
Old 02 February 2013   #6
Originally Posted by sims0nite: Sorry, my bad. Here is a close-up. (:


Check this stuff, it helps I think
http://www.polycount.com/forum/showthread.php?t=98115
 
Old 02 February 2013   #7
Thanks, mate! I have been searching for images like that all along. (: that should definately help me out.
 
Old 02 February 2013   #8
If this is for a game, it may be a little too many polygons for the computers to handle. But looks great otherwise!
 
Old 02 February 2013   #9
Smile

Thanks, it's my first game character preparation.

Overall I'm just learning where the edge loops go and trying to get good overall shapes. All that's left to do are the hands and the feet now (the hands are a royal bitch!). Then I will reduce the polycount by deleting unnecessary loops. Though I set myself a limit of ~9k-12k tris on the finished char (depending on worn armor) I'm not so sure about the polycount standard for a naked state like this. I will post another update when I'm done with the hands cause I dunno if what I'm doing is useful or not.

Edit: Current polycount is at 7400 tris.

An update of what I got so far:

 
Old 03 March 2013   #10
Very impressive! I like the way the fingers bend. Yeah there is no right or wrong way, everyone has their techniques and such
 
Old 03 March 2013   #11
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