One of the biggest challenges for some game artists is figuring out how to model realistic hands for characters. Well, it's Game Art Week at deviantART, and that means help is here! Hand Modeling Tutorial 3dsmax by =Athey is a useful guide that will help you model hands like a pro. (
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I know its only been a year and a half or so, but I was just wondering if the edge flow still remains the same in the industry. I am also presuming this is game optimized, vs high poly? Mostly curious, this wireframe makes a lot more sense to me then what we were told to do in school.
Lol thats a very good clarification! If you look in my galley I posted a render with the wireframe we were instructed to follow, tho it does look quite a bit different. I am presuming it was for high poly.
Topology is fine either way. I was aiming for keeping the model's mesh all quads, while also reducing the number of edges I had going from the bottom of the hand to the arm. So I was reducing as I went.
Alright cool. Thanks for the info. We were told to do the hand we had cause it is industry standard, (and all quads believe it or not) but it is pretty high poly. When I saw yours it made a heck of a lot more sense to me then what we were just told to do.
There are a lot of different situations in which different sort of edge flow and wireframe structure are appropriate.
When modeling something that you intend to stick into a program like zbrush, or even just apply smooth onto in maya or max, then it's important to maintain quads, over polycount efficiency. Keeping your polys 4-sided will help tremendously when it comes to adding additional subdivisions for sculpting and such.
When it comes to having a high optimized STATIC mesh for use in-game, then quads are important at all. In fact, it's common to have all sorts of triangles in those situations for the sake of keeping things as optimized as possible while maintaining the silhouette.
In the industry, it's common to model a base mesh, take it into zbrush, sculpt it to your hearts content, use decimation master to get it down to a polycount that other programs can actually stand to load, then pop it into max and use your highpoly sculpt as the surface for making your optimized in-game mesh using the the graphite freeform and modeling tools.
The only instance where the in-game model needs to be both optimized and maintaining a good edge flow is with things that have to deform, like characters - especially their faces. But still, once it's ingame, keeping all quads is less important that keeping the deformation flow nice, while keeping it optimized for framerate.
I know its only been a year and a half or so, but I was just wondering if the edge flow still remains the same in the industry. I am also presuming this is game optimized, vs high poly? Mostly curious, this wireframe makes a lot more sense to me then what we were told to do in school.
When modeling something that you intend to stick into a program like zbrush, or even just apply smooth onto in maya or max, then it's important to maintain quads, over polycount efficiency. Keeping your polys 4-sided will help tremendously when it comes to adding additional subdivisions for sculpting and such.
When it comes to having a high optimized STATIC mesh for use in-game, then quads are important at all. In fact, it's common to have all sorts of triangles in those situations for the sake of keeping things as optimized as possible while maintaining the silhouette.
In the industry, it's common to model a base mesh, take it into zbrush, sculpt it to your hearts content, use decimation master to get it down to a polycount that other programs can actually stand to load, then pop it into max and use your highpoly sculpt as the surface for making your optimized in-game mesh using the the graphite freeform and modeling tools.
The only instance where the in-game model needs to be both optimized and maintaining a good edge flow is with things that have to deform, like characters - especially their faces. But still, once it's ingame, keeping all quads is less important that keeping the deformation flow nice, while keeping it optimized for framerate.