![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4pU3b02U4GN6xne8YCy9-rLPhhNx6tnYOvuWibIoPVOcueVcLYAf4TMBwX5FyPL1NIgU6aScGB7C0j2c_d-LnaoMS3DuiNKWRmxxqp_ts7zWGjMVDVTmmQQK6JbtcdYLng_0YmYDXct4/s1600/Wires.jpg)
- Quaded geometry
- even spacing
- at least three edgeloops in deforming areas
- no jittering edges/verts
- proper facial topology e.g eye loops, mouth loop.
- Do NOT model in dynamic poses
- Use T-pose, A-Pose, or Y-Pose for production models (rigging is made much easier this way)
Recently through this process I also found that squares are great for deforming topology. I've always known that quaded geo was something to always strive for. I also knew that quaded didn't always mean squares. But when Jen told my about facial rigging and explained her history with very clean square geo verses clean quaded geo the difference it made in the rig, I made it a point to ensure all my deforming areas are as squared as possible.
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