Thread: ***TOPOLOGY***
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Old 11-12-2007, 09:46 AM   #104
gster123's Avatar
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300

Hi Woken,

I would try to keep it all quads, no tris, that way you can use the edges to define the loops of the face.


I would watch the placements of the poles, try to have them in areas that dont move when animated, the ones that stand out is on the nose, if the mesh is animated then the placements of them could cause funny problems with the mesh.
"No pressure, no diamonds" Thomas Carlyle
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