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Well as I have already said, and dont want to beat the trumpet, The desired poly loops and vertex geometry can be achieved even after completing a base model, before animating it finally .




Who is talking about a base model here? The model shown is completed in that it is modeled, UV mapped and textured. If you start adding vertices, edges and faces to improve how the model will deform when animated, then you run the risk of totally destroying the UV map and having to do that all over again which, in turn, may cause you to have to adjust or re-do the texture map as well. At this stage in the game, the model has to be "right" or else there is a lot of re-work to be done. This is what I was talking about when mentioning about how well it will animate. My concern is basically this: if the model is using 5000+ polys, looks like a model with a lower poly count (1200 - 2000 poly range) then where are all the other polys? And could these "other" polygons interfere with the deformation of the model making it harder to animate? I mean, I can open up ZBrush, load in a 100,000 polygonal sphere and sculpt away until I get a decent looking humanoid model, but the flow of polygons would be all wrong and it would animate poorly.


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