meatSim opened this issue on Nov 08, 2013 · 57 posts
RorrKonn posted Fri, 08 November 2013 at 11:32 PM
A lot can spit rules at you ,but very few can make a character as good as V5
,maybe 5 on this planet.
So forget the rules you half to model the mesh first.
I would sugest make some game meshes .
Game meshes are not SubDed and ya do not half to worry about Tri's n Quads.
You can always retopology,mudbox ya game meshes latter.
Make it a quad SubD mesh.
This is not the best place to ask about character topology.
V5 was the fist mesh ever to come out of DAZ Poser univers that would be considered acceptable to any of the main App's like LW, C4D ,Max ,Maya ,XSI.
A true SubD mesh will be 100% Quads.this has been the rule since before 1998.
I know SubD is new to DAZ Poser but it's been around since before 1998.
If you want a 100% quad mesh ,ya just SubD once or Autodesk MudBox.
I don't know what app your modeling in
but if you want to learn all the SubD rules ,high end app forums.
CGCookie for Blender has a lot of info also
http://cgcookie.com/blender/category/tutorials/modeling/topology-modeling/
I know the rules .does not mean I follow them.
New tech changes the rules.
There are diffrent styles of SubD topology for diffrent pourposes.
stills ,anamation etc etc.
High end app's make a low polycount SubD mesh and make a zBrush,MudBox etc etc vector map for all the detail for them.polycount at render time 4 million ++.
From a 20,000 polycount mesh.
Lower the polycount ,better the rigs.
zBrush ,not the best at making good topology.
I have never used a mesh with a 60,000 polycount.
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