CRITIQUE eevee retopology

hello guys i want to start learning about retopology and was thinking i start onto eevee and see how it goes.
I followed a few tutorials and managed this so far .
Let me know if some things are wrong /could improve and also why (so i can learn it better)
some pictures of the retopology so far 


i hope i did somehow good . been studying hard on it but of course this still is my first retopology of a model (exept the one i did from the retopo orb exercise ).

  • Julian B(bsdwerbeagentur) replied

    Pretty good so far as I can tell. Did you do the dog exercise? The approach there was to have edge loops surrounding all major anatomical features. You have an edge loop running around the eye(s) but not the nose. That's the only thing I would change so far. :)

  • silentheart00 replied

    I agree you're missing the loop around the nose.  There's also something funky happening between the nose and eye area.

  • yukino hatake(yukinoh1989) replied

    silentheart00 

    bbsdwerbeagentur both thanks I indeed notice the strange space now too between eyes and mouth. Also that dog exersice will help alot gonna improve it and try to finish it this weekend :) 

  • Grady Pruitt(gradyp) replied

    If you look at the mesh, that's exactly where you have a pole and a "folded" quad.


  • yukino hatake(yukinoh1989) replied


    gradyp what is a folded quad? 

  • Mark Smith(me1958424) replied


    yyukinoh1989 look up non planar quad... (it has to do with whether the quad is concave or convex)

  • Justen Hootman(negativesanchez98) replied

    it looks good! I would say the only area of contention does seem to be that spot that everyone else has already pointed out where the quad seems to fold in on itself a bit. I might consider making it a tri or doing something else with it.

  • Grady Pruitt(gradyp) replied

    yyukinoh1989 Looking at it again.. it may have just appeared to be folded because of the way the object being retopologized was poking through.. but like Mark said.. a non planar quad.. It doesn't have to be perfectly planar, but if a quad gets too far out of planer then it starts to look bent or folded, which is something you don't want. I think in this case, the vertex with the pole was just too far forward on the Y axis and that was what was causing the bump.


  • yukino hatake(yukinoh1989) replied


    gradyp hey indeed i noticed that a bit later on when modeling and looking at it again . it was just sticking out a bit :) .
    still continueing onto my eevee and got quit far already but ill think ill try to redo the retopology once more because i am getting the hang of it now and i have 2 poles too close to each other too. what might not be good far animation . still wondering what places are best for poles to place

  • Grady Pruitt(gradyp) replied

    general rule of thumb, I think, is to put poles where you're wanting to turn the topology flow, but try to avoid anything with more than 5 edges.

  • Grady Pruitt(gradyp) replied

    though I think if it's a place that would naturally pinch, you'd be relatively safe putting one there.