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A good basic rule to remember is that the more polygons you have in your base mesh, the better performance you will get out of the model. You also dont want more than is necessary or more than your computer or pipeline can handle.
For animation in film for example, characters will be very high in polygon count on the base mesh because you want to capture the main features of the face as it deforms on the base layer
You could morph L3, but just remember that L3 is the level you’re exporting for shape animation and it will be the base level of your model in your 3d program.
Author: A.Baroody
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