meatSim opened this issue on Nov 08, 2013 · 57 posts
blondie9999 posted Fri, 08 November 2013 at 6:53 PM
There is probably no such thing as "best" topology. How good topology is or isn't depends on what the figure is intended to be able to do and how it is intended to be used. What might be very good topology for one purpose (i.e., morhing a figure from "slender" to "muscular") might not be ideal for another purpose (such as joint bending). Much depends, too, on whether or not the figure is intended to be subdivided within the end-user program (as in DAZ Studio).
So, there's probably no real answer to this question.
" I can look at the mesh and see where morphs could be and what they might look like even when they aren't there yet... but is that the right way to look at it?"
If morphing is the primary concern, then yes, that is a good way to look at it. But if the primary concern is something else (whatever that might be), then you'd want to put that "something else" ahead of morphing.
Sorry if this sounds like vague blather, but in creating a model-- especially a human figure such as V4, Alyson, or any other-- there are so many things to take into consideration that choosing a particular topology is more a matter of trying to find a "happy medium" than of trying to find the "perfect" topology.