I've finished the initial retopology stage to be used as the new base-mesh in ZBrush. This mesh will have all of the current detail projected onto it, and I will then progress from there instead of the Dynamesh mesh that I currently have in ZBrush. This process should make the model much more efficient and easier to work with in the future.
I have tried to keep this mesh as clean as possible, using only quads for better deformation, and trying not to alter the edge-flow too much as this often causes tight angles to appear on the sculpture surface at higher resolutions. This mesh is not build for 'in-game use'; it is only to be used as a base-mesh. The final mesh topology will be built once the character is fully sculpted from this model, and that will be the mesh that takes into account animation deformation and required resolution changes for each area of the body.
This was all done in Maya 2015 using its vastly improved 'Modelling-Toolkit' tools. The resulting mesh is 6876 triangles, marked down from the original decimated mesh of 169,176 triangles, and that came from a mesh of around 1 million triangles.
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