08-06-2017, 11:08 AM
Sorta a mix of both.
Good topology is key for making professional meshwork, and even I admit I mess up on that at times.
Don't go overboard on extra polygons, though. As that can cause bloat polygons that are uneeded. Assuming this is for a model for a video game, the only real places you should insert these are:
-The part of the belly that deforms the most
-The Knees
-Elbows
-And the bending joints on fingers and thumbs.
That's probably all that's needed.
Good topology is key for making professional meshwork, and even I admit I mess up on that at times.
Don't go overboard on extra polygons, though. As that can cause bloat polygons that are uneeded. Assuming this is for a model for a video game, the only real places you should insert these are:
-The part of the belly that deforms the most
-The Knees
-Elbows
-And the bending joints on fingers and thumbs.
That's probably all that's needed.