Bink & SubDivHero
Alright, Bink, let’s talk about making a character that looks sharp but doesn’t choke the engine. Think of edge loops as drum beats – you need just the right rhythm to keep the mesh efficient while still getting that exaggerated silhouette you crave. What do you think?
Sounds cool, man! Think of those edge loops like a rhythm section – you want the beat to keep the mesh smooth but still punchy. Keep loops in the most dramatic spots, avoid stuffing the whole model, and you’ll keep that sharp look without overloading the engine. Easy beat, big style.
Good vibe, but remember the loops are the backbone. If you put them all over the place you’ll get a fat mesh and a laggy render. Keep them tight in the areas that define the shape, like shoulders and jaw, and use fewer splits elsewhere. Less work for the engine, more punch for the look. Keep tweaking until the silhouette pops but the polygon count stays low. That's the sweet spot.
Nice, that makes sense. Just keep it simple, focus on the key parts, and keep the rest clean. Easy peasy.
Sounds good. Just remember the key loops are the skeleton. If you skip a single important loop, the silhouette will fall apart. Keep the rest tidy, but don't skimp on the crucial edges. Easy peasy, just do it right.
Got it, man. The key loops are the backbone, so I’ll make sure to lock in those critical edges first and keep the rest neat. That should keep the shape solid without piling on polygons. Easy peasy, right?