The main goal here is to avoid unnatural deformations when the model moves. If there’s no polygon limit for your model, having hexapoles isn’t an issue. However, if the project has strict polygon count limitations, hexapoles can cause problems. These might include unnatural deformations, or unexpected bumps and dents in the mesh during movement.
out of curiosity, why do we avoid hexapoles?
The main goal here is to avoid unnatural deformations when the model moves. If there’s no polygon limit for your model, having hexapoles isn’t an issue. However, if the project has strict polygon count limitations, hexapoles can cause problems. These might include unnatural deformations, or unexpected bumps and dents in the mesh during movement.
very interesting, thanks! ill keep that in mind
How are you adding points with the annotate tool at around 7:25?
This is because I pressed Ctrl+R to add new points in the middle, not because I used the Annotate tool.😊
Ah, I see! Sorry about that!