Does Game Retopology work the same way on organic characters as it does on the Robot?

Are you still encouraged to use triangles? What about in places like the eyelids? Or other deformation areas?

I can understand how they're easy to work with on something hard surface like the robot Kent Trammell made, but what about a regular human character?

  • John Crawford(vaculik) replied

    Does that even apply for areas that don't deform much, like the chest/ribcage area? Or maybe the middle of the thighs? Would triangles make a significant difference to the deformation in areas like that?

    I just finished watching your character course; if I were making a character just like that for say a Unity game, are you saying I should be aiming for exactly that kind of topology all through the model for non-ugly deformation? and the same applies for all organic character models?

    Maybe instead of overloading questions, I should probably test these things myself.

    Nevertheless, thanks for the response, always appreciate useful information. On a side note, it would be interesting to know how to animate textured eyelids for a game rig.