ZBrushCentral

edgeflow question

i’ve been watching a few video tutorials on how to model a human head. since i want to model for animation i know that a correct edgeflow is essential. i recognized though that a lot of the tutorials end up with triangles here and there. the technique used in that tutorials make sense to me but i would love to know what you zbrush pros think about that.

how big of an issue are some triangles?

how would you deal with that? should i go for triangles while modeling low poly and then retopologize later on or can zbrush deal with some triangles if they are not in areas that end up with lots of deformation?

would love to have some input from you guys!

if you must work from low to high then hide your tris in places that don’t matter…basically the same places for animation.

every tri will subD into a quad anyway, it will just change the flow of your polygons. if you have to have tris make sure you don’t create poles with more than 5sides…6tops and only when absolutely needed…but again…these are more rules of thumb and can be broken on occasion.

I personally work from crap base mesh, to mid-high poly, retopo (if needed), then build the actual lowpoly game mesh post in another app that doesn’t care about tri location or evenly spaced quads then I bake in another app.

my 2 cents

thanks for your reply goast666.

today i learnt a lot about correct edgeflows and the correct use of poles.

i found this technique at another forum and was wondering if that is something zbrush can deal with.

check it out

on the second pic (the one of the human head) you terminate detailed areas with simply ending it into a five sided polygon and the bicubic smoothing will create the essential poles for a propper workflow.

is that a technique you guys can recommend for later use in zbrush?