Friday, 5 October 2012

What is Good Geometry?

To create a good object for animating, it's vital to have good geometry to make it as versatile as possible. Depending on the complexity of a character or object will determine what movements it is capable of achieving to make a nice flowing movement, without the mesh overlapping each other.

It's important that the Polygon count is considered for the complexity of the model's planned movements. For example, you will likely find more edge loops around a characters arms, elbows and shoulders. These are areas in which the arms and legs would bend, the higher the poly-count, the smoother the model will be.

Looking at these examples, you can compare the uses:


This model here would be incapable of having smooth movement. If you look at the creases for the arms and legs, you can see that if this was rigged and movement occurred, the model would de-form as the limps moved. The neck is also too basic, so the head would be unable to turn. Also notice the Engons on the front of the body, these could also be problematic during movement.
This model is much more prepared for movement. You can see the increased number of edge loops at the knees and elbows of this character. The Stomach even has a high number of vertexes which would allow for the stomach to smoothly move with the rest of the body's movements.


It'll be very important as I design my own character to take into consideration of the required movements I will be needing to make, as this will affect how the designed character is modelled.

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