Thread: ***TOPOLOGY***
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Old 11-12-2007, 09:46 AM   #104
gster123
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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.

Weyu,

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.
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