How would you approach the topology of non symmetric characters?

I got the necessity of creating characters that arent symmetric, I was not able to make topology that makes sense. Keep in mind this is my first attempt with non symmetric characters. Basically what I did this time was to separate body and face, symmetrize only the body area, make the face double the texel density of the other parts and thats about all. Are there tips online for this type of thing I am doing? All the topology lessons go to hell when you do non symmetric characters…

Opinions? Have you done it before?


Why do you think so…? The upper and the lower part are also not symmetrical nor the front and the back and you are able to model them…

I started simple. Now I do more complex things.

Oh, that is a really cool design. I’ve never modeled asymmetrical characters, but I suppose it’s the same as with retopologizing something that’s not usually symmetrical, such as a complex rock face or any kind of natural environment. You still have to close your loops… and if the character is partly symmetrical I’d keep those parts separate as long as possible and eventually merge them. So in essence what you described

Same principles- loops around eyes, five-poles to change edge flow, and a loop around the mouth through the cheeks- should still apply to this character. Are you planning on animating this character? Those are all animation topology tips