Which is the better topology for swimsuit?
Left or right.
I am thinking right because legs might move around.
But when i combine the meshes and sub-D them the left one looks better.
What do you guys think?
i started with planes to draw the line of how the V of the shape is made.
And from there i would build inwards. i also already make the center.
But you always get in trouble at some point. xP
Also is it best practice to keep every square same size?
cause sometimes i see people having way longer squares like i have at the edge.
(Was already answered with it being a choice not a fact)
"Entirely depends on what you're doing. It can make certain things easier, like UV mapping (especially if you have to unwrap manually), and animated meshes will deform better (more predictably) if all the polys are the same size, but the renderer shouldn't care."
Its bottom part of swimsuit btw.
Ty so much everyone for all the tips.
I am trying my best to make this edit the best ^^
<3

One answer to this might be another question: What does the mesh look like when a Sub-D modifier is added to both meshes? If there is a difference then you have to choose which method looks best to you.
– MarcClintDion Feb 14 '14 at 06:53