Are there any guides or methods to clean up a mesh and reroute edge flow?
I often end up up with streched and strangely allinged quads in my mesh, so my question is:
How do I count edges?
How do I clean up messy low poly topology by hand?
In any 3d software.
>Pic: topo turned out okayish, but could be improved on.
That's not what I am looking for.
I do not need tools.
All these tools turn out really shitty topology and mess up any carefully made low poly models.
I just need a few tipps on how to count edges and reroute loops BY HAND.
Example: you have something like in the pic
What are the best methods to such a mess?
On a second look, this actually could be helpfull.
Thanks for the effort.
are you the same dude or just using his references?