enter image description here

Here is the first version of the hand retopology. I added more edge loops and changed the edge flow so it could match up with the wrist. Is it normal to have lines that look like this when I use the loop cut tool to check edge flow? enter image description here Hand in object mode. roughly around 35k triangles. enter image description here

Second version. enter image description here

enter image description here enter image description here

Second hand in object mode. Roughly 30K faces.

  • $\begingroup$ So how I'd describe this is that you have poles-- places where more or fewer than 4 faces meet at a single vertex-- in places that, under deformation, are likely to become highly non-planar. And, no, under subdivision, that's not good. Hand topo is a bit difficult because you usually want to be doing some vertex reduction (need more loops to represent fingers than arms). Here, 2 is better than 1, because 1 has a 6-pole (achtung! verboten!) in a location that's going to be highly non-planar, like 90 degrees non-planar. But version 2 isn't great either because of those poles at the thumb. $\endgroup$
    – Nathan
    Commented Feb 7 at 23:07
  • $\begingroup$ The issue is not so much UV unwrapping, ( much of a muchness, ) but how the surface will appear when deformed into the shapes you need for your animation. $\endgroup$
    – Robin Betts
    Commented Feb 8 at 9:00


You must log in to answer this question.

Browse other questions tagged .