I have modelled a face, I know it isn’t perfect but it isn’t finished.
How do I reduce topology for the body, I dont want many edge loops
all compressed.
I have modelled a face, I know it isn’t perfect but it isn’t finished.
How do I reduce topology for the body, I dont want many edge loops
all compressed.
Why don’t you just delete those edges you don’t want, create one face by shift dragging on an edge and then weld the verts together.
Surely that will create n-gons and don’t these create errors in animation and sub-division surfaces.
Hello Yup,
So, I can’t see your entire mesh and its density, but the first thing that comes out at me is the density of your face mesh compared to your chest and shoulder there is a bit too high poly.
If you lower it, and have a more even density this will greatly help your problem at the moment.
Also, there are too many Y’s in the human body. You will not be able to escape a few triangles.
So in this case, Robert is right, you should just collapse the extra edges how they naturally tapper together at the collar bone at the base of the neck.
Here is an example of one of my base mesh models in Maya.
And it does smooth very well, both in Maya and more importantly in a high fidelity application like ZBrush.

Hope this helps 
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.