This topic is a very interesting one since creating those types of meshes requires totally different approaches. Having previous experience with both, I can easily pinpoint some differences.
When we think about static meshes, as it is stated in the name itself, they don't move. What does that mean for the mesh? Well, no topology. There is no certain way in which we have to place the polygons. The only factors that could take into consideration are the sizing on the UV sheet, which we want to keep as even as we could, and the level of detail that is required, having more dense geometry in the areas that need it. Having triangles present is not an issue, on the contrary, those could help us achieve some nice details, with a cheaper budget, their presence minimizing the poly count.
For a moveable mesh, topology is everything. In order for the geometry to not break while it is being deformed, it is important to have loops going around these areas. Some very important areas are the joints, shoulders, and the face as a whole. Facial expressions are not an easy thing to animate, keeping in mind the complexity of the muscle structure, and also the multitude of ways it could deform. Triangles are a big no-no, having a high risk of deforming badly during an animation, There are some areas in which these would not cause such big problems, and those are in places that do not deform, such as the middle of the lower part of the leg, etc...
These are two very different approaches that a 3D Artist has to take into consideration before starting any retop, or making of a 3d object.
No comments:
Post a Comment