I would not recommend this technique. He has 3-5-6 sided polygons. Triangles are ok in places where you dont animate the mesh, or you can't see them. On the hand i would not recommend triangles and above 4 sided polygons. Tear can occur.
I have found that the "quad rule" is less important these days, although granted, it really trains you.(Check Steven Stalhberg's mesh's) I've skinned up and rigged about 50 characters for production and noticed that as long as you keep the mesh "light" and flow the edges in logical places, a sub-d mesh will still look and skin cleanly, once subdivided once.(usually the level I weightpaint.) Also depends on if he plans on subdividing the mesh at all. For ex., game meshes do not get subdivided.
n-sides are fine as long as they are placed in a place where they will not be effected, like a flat surface.
tremor50 3 years ago
that's cool, are you using 3d max?
1mH4RD 3 years ago
I would not recommend this technique. He has 3-5-6 sided polygons. Triangles are ok in places where you dont animate the mesh, or you can't see them. On the hand i would not recommend triangles and above 4 sided polygons. Tear can occur.
buffyguy10 4 years ago
I have found that the "quad rule" is less important these days, although granted, it really trains you.(Check Steven Stalhberg's mesh's) I've skinned up and rigged about 50 characters for production and noticed that as long as you keep the mesh "light" and flow the edges in logical places, a sub-d mesh will still look and skin cleanly, once subdivided once.(usually the level I weightpaint.) Also depends on if he plans on subdividing the mesh at all. For ex., game meshes do not get subdivided.
rodneybrett 4 years ago
omg WOW! that changes the way i do hands! I gotta try your technique!
Buddyb309 4 years ago