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?
>>571530I really appreciate it anon, that's fantasticanyone 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
>>571531hey 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
>>571536I'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
>>571531Thats really bad example of optimizationTopology 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 cleanfor lod 1 and up this shit can flybut for lod 0 as the main asset this is a criminal sin
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.
>>571587unreal engine 4 triangulates depending on smoothing groups. if your groups are trash, you will get additional polys out of nowhere.
>>571596This is fucking fantastic, I wish there was a bigger version with more zoom. I'm going to try and recreate it I think