WIP - Sunburn's Antlion - adapting for ingame use
Hi there,
This is my first try at a retopo with blender. I'm trying to learn this basically because sunburn's antlion model is so great that I want to use it ingame :)
This retopo is only the first step, it will be followed by rigging, animating and baking the highpoly to a normal map. That's why I'd like to know if there is any polygon-pattern in my retopo that will deform badly when animating. (Or is otherwise very bad.)
As an aside, is there a way in blender to render my model with the wireframe overlaid? For better screenshots that is. Or at least not have the grid from behind bleed through, for example the top view is overly complex because I see the vertices on the bottom too!
Here are two screenshots, but you may also want to look at the blender file:
Edit: added the top view
Nice work!
What you have so far is fine. When you get to the shoulder and elbow, those are places where deforming will tend to show.
I tried the arms but it is a real mess because it is all condensed in the arm pit. So I first went ahead with the head and hope sunburn can make the model in T position for the arms :/
So anyways, I need feedback, same questions as before. I wonder if I need to add more detail around the tooth for the deformation. Also, I modeled the eyes as separate objects, is this a good way to go or better to have them in the same mesh?
Also, if you have specific hints for the elbow and shoulders, or good tuts, share them :)
Again, you can take a look at the blend file (and you are encouraged to!) in order to give me more critics!