Hello everyone and thanks for the time,
Ive been working on a model of a pretty generic super hero for class and am really struggling with edge flow. I have one model with strong edge flow however it was well over the poly limit of 3000. When I optimized and quadrifyed I was under the limit but the polys in the model where severly mangled.
My two questions are this:
Is there a way to lower the poly count of my orignial model without sacrificing the edge flow and organic edges of the originial model?
Is there a simple way to clean up the polys in the stripped down version so it is easier to UV map?
Thanks for the help.
I have included the two screen caps below of the two models
I wouldn't consider trying to clean up the existing topology on this model. The time it would take to do it that way would be greater than the time it would take to quickly retopo the object, using the retopology tools in the polydraw tab of the Graphite modeling ribbon. Just review the retopo tools in the documentation for your version of Max, then you should be able to create a new, quad-based topology for this object very quickly, with good edge flow. You can draw quads directly on top of the existing model, using these tools, and end up with a much cleaner, simpler mesh.
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