LaurieA opened this issue on May 02, 2010 · 181 posts
kobaltkween posted Tue, 04 May 2010 at 7:53 PM
Quote - Just had a go at a quick skirt, what do ya think?
Oh it has not constrained groups at all, one nice thing about 3d coat is that you can model so close to the original that slippage becomes much less of an issue.
John
very cute! i'm curious, what is the UV map like? i have very little experience dealing with UV mapping things that aren't flat.
just a comment: in my experience, regular topology is much more important than tris vs. quads. a long thin tri is going to be a problem like a long thin quad would. even if you want tris in your final mesh, the way you make it should give you as regular a topology as you can make.
and a quick question: how does this affect your polygon count? can you get more flexibility with a lower resolution, do you need a higher poly count, or is about the same?