I’m working on a personal model alongside the low poly character model course right now, and while I remember some hand topology from working with Maya forever ago, I’m feeling a little stumped on how to get the edge flow alright here. I feel like the tris on top of the hand are in weird spots, but I’m not really sure how I’d change them to be in a better position for hand deformations. The long pinky here is part of a wing-arm sort of look.
Any help greatly appreciated!
And here’s the current wip of the full piece as well, still trying to find a good way to give the back talons more topology without ngons.
2 Likes
The placement of tris are nearly unavoidable. As so for poles.
The problem of poles and tries is not that they are there, but where they are situated. Most problems occur on places where stretching and deform takes place and a high amount. (wrist, elbow, knees , fingers …).
You need to move them away by adding more topology and try to arrange them away from the heady stretching parts. This take a lot of experience and depends on your work flow.
Use this understanding of tris and poles in four mind, when you start block modeling.
But for now I would say, don’t worry to much about this. First learn Blender and it’s use of tools. Then you are more equipped to solve these problems in a way more efficient matter.
I know we all want to create immediately high-end , tripple A assets. But it’s a long way. Do small projects to improve your basic skills, Build from that knowledge plus something new, to build up your skill level.
Have fun!
2 Likes
Oh yeah I know its unavoidable, I was mostly looking for thoughts on the current placement of them here since they feel a bit weird. I’ll try adding another loop and moving stuff around, and it definitely needs a bevel around the wrist still for sure.
Not really hoping for or thinking I’ll get anything close to AAA in quality here or really ever, though I’m glad it comes off that way hah. I’m gonna keep this lil guy under 10k tris or lower if I can as a challenge, just using some of my characters as box modeling practice so I have plenty of models to practice building out different rigs on and texturing later.
Thanks for the feedback!
1 Like