Thread: ***TOPOLOGY***
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# 9 02-01-2007 , 07:28 PM
Jay's Avatar
Lead Modeler - Framestore
Join Date: Feb 2003
Location: UK
Posts: 6,287
Wow a great start to the thread...excellent.

I'll answer as much as I can now as Im at work.

Marlon John: Levels of division etc... There are 2 ways to look at these. 1) If you are modeling on a subd surface, you can right click over the mesh and select Finer, this will then place Level edits to your mesh ie; level 1 upwards, allowing you to model in more detail. However these can cause problems when you go back to a base poly mesh you can lose the detail and when/if you convert to a poly for the final model the mesh would simply be too dense, in those Level Edit areas. 2) Levels of Subdivision are also when you choose to add more geometry to a lower res poly model, you can either choose subdivide or poly smooth the mesh by typing in a value from 1 upwards. I hope this all makes sense.

gster: Good effort though I think less geometry would be good and work on those loops. Thanks dude, Everything is quad in ALL my models there are no tris at all, not even at CGTalk, its probably the angle.

Vlad: Cheers dude, I dont have a prob with the poles, the one on the lower jaw isnt thats the angle (again on that) I'll post up a close up later once Im home. As I do blend shapes for my facial expressions I know what the rig is doing as opposed to having joint deform the face, and NGons too I dont have a prob with, I think theres plenty in the ears LOL. Looking at a lot of Stahlbergs work he has 5 siders in some strange places, even on the face in areas such as cheeks, he doesnt worry about those, just as well really hiswork is pretty darn good.

Anyways lets keep this rolling