Monday, November 5, 2018

Medium Complexity Character Week 2

Medium Complexity Character Week 2
Retopology, poly paint, and baking

The first step to retopo is importing your decimated high-poly mesh into Maya and setting it to be your active live-surface.  Quad-draw is your friend and enemy here, as getting a hang of the finickiness of the tool can be a real pain.  For stuff like the base of the antlers, the shoulders, hooves, tail, eyes, and the little fur tip at the back of the deer's leg I would recommend setting up a circular set of quads that encompass the area in question.  Just be careful about how many polys you use for this step, as it can get your polycount pretty high very quickly.





 Final Retopology
 Finished Retopology with softened edges

 UV Setup
 Zbrush Polypaint from established Polygroups
Substance Painter Bake of my High poly model on my low poly 

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