I found quick infographics like this super helpful when it came to figuring out low poly joint geometry.
Has anyone got anything similar for the shoulders, and waist?
>>571530
I really appreciate it anon, that's fantastic
anyone who's got absolutely anything like this, dumping it would be great. I find its really easy to remember and learn from one-off rules-of-thumb
>>571531
hey man just wanted to give you a quick heads up.
are you a rigger and/or animator? this could help me find the stuff that you need.
personally im not engaged in the subject but id like to know more
>>571536
I'm not: I'm introducing myself to the world of rigging and animation and /3/'s been surprisingly useful to me as a resource so far
>>571531
Thats really bad example of optimization
Topology flow and smoothing is just as important as polycount and you should be more than willing to sacrifice detail in other regions to keep the topology clean
for lod 1 and up this shit can fly
but for lod 0 as the main asset this is a criminal sin
1/?
2/?
You have no clue what you are talking about. Topology flow only matters on animated objects and by smoothing I assume you mean in reference to tessellation, a moot point for an in-game asset.
3/?
>>571587
unreal engine 4 triangulates depending on smoothing groups. if your groups are trash, you will get additional polys out of nowhere.
>>571596
This is fucking fantastic, I wish there was a bigger version with more zoom.
I'm going to try and recreate it I think