Johnson Martin writes:
You just sculpted a new character concept, retopologized it, and added an armature…but then you move a bone and realize that your topology just doesn’t work as you’d hoped it would. Organic, stretching surfaces such as skin require carefully crafted topology that deforms well in a wide range of poses. Accounting for this variability is not an easy task, especially if you’re not skilled in animation or used to working with characters.
So, with this in mind, I’ve prepared a few tips from my own experiences of modeling for animation. With some practice, your topology may be able to work just as well when animated as it does when in a T-pose.
1 Comment
Very useful material.
Grateful for sharing