Retopologizing
Having made my sculpted model, i exported all of the parts from ZBrush into Topogun to begin the remeshing process. I tried to keep the polycount low then add more as i could, focussing more on the silhouette rather than detail. This allowed me to build up the model quickly and efficiently. The areas i had trouble with were the hands and the neck, because i had to merge a high poly area such as the face into a lower density section of mesh.
This is the finished high poly model in maya, the silhouette of the model is the same as the high poly sculpt, so it will look similar when normal mapped and textured.
This is the finished low poly model with the normal map applied,
I feel that my retopologized models are suitable for the hand in, they are within the poly count, have sufficient topology to be animated and the objects are still separate allowing for accurate distortion of the body without bending the metal. To improve upon the model i could add the torso and legs together to remove any risk of the body poking through the trousers or vice versa. I could also have made the chest straps have topology on the high poly rather than just a normal map, to make them stand out from the body more.
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