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Old 01-07-2011, 12:49 AM   #16
The Prime
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The topology on the chest is poor. You don't need to have quads everywhere. Let there be more polys on the chest, and then reduce them using tris, so as to not have too many polys in the neck.
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Old 01-07-2011, 08:23 AM   #17
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The Prime - Do you think I'll need more topology there with the clothing and all? I'll add some more loops on max then. I'll create a base mesh and spend some hours getting a nice silouette on max.
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Old 01-07-2011, 09:16 AM   #18
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When you say 'topology' I assume you mean polygons But yes, if you intend on animating this guy, the more polys the better. It allows the mesh to distort without showing the distortions as much.

Though I agree the silhouette is important, the ability to animate the character relies on a nice topology more than the silhouette.

In essence, you can make a nice silhouette with awful topology, but you can't animate it very well with a poor topology.

The poly limit is 15 000, so that's what you should aim for. Anything under is essentially wasted. You've been given a budget, and there's no reward for going under.
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Old 04-07-2011, 10:49 AM   #19
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Remeshed model, I'll try to stay low in polygons since my target are mobile platforms right now. Let's see how beautiful the model ends up this way.

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Old 04-07-2011, 02:11 PM   #20
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That's a nice looking topology you have there, sir. Keep it up!
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Old 05-07-2011, 06:35 PM   #21
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Almost ready to sculpt!!



I still need to remove some unwanted tris and fix the UV's for those parts.

12k tris that leave some room for a knife, a gun and some otehr complements.

PD: Almost forgot about the belt!!!
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