Time-budget
Idea Development
Work
Since I didn't finish all of the things I was supposed to make last week, I made them this week. You will see the difference on the images below.
The two pictures under shows how messy the geometry actually is when it is not retopoed.
This would never work if you were going to rig it and animate it. Therefore a retopo is needed.
I started by drawing out the first quads I knew I needed for the face loop.
From there, it was the same as the last retopo, with the old man's face. Basically just drawing quads with good topology.
I struggled a lot with the ear, but I luckily managed to fix it up.
Done with the head, starting with the body.
Working on the hands.
This little peace here, is the inside of the mouth of the character. I connected it up with the polygons going inside from the lips.
I used the same lights as last week, and rendered from three different camera angles.
I applied a normal map that I baked off from the decimated (high-poly) mesh, so that I got the details that would otherwise go missing.
I also saved out the low-poly UV-map of the character and applied it as a diffuse, then used smooth-preview on the character. I also decided to name the character Tarque.
Finished Work
Comparison
This retopo made a huge difference. Tarque from 359543 verts to 3135, and is finally rig-able.
Next week I will be unwrapping everything and then texturing it. I actually thought that we were going to do that this week as well, so I have already unwrapped a lot of the different stuff for Tarque, such as the belt-rope, the weapon, the magnetic-weapon-holder and the ropes going around his chest.
Therefore, I will have extra time to just enjoy the texturing process, rather than using my time unwrapping everything. What I am missing though, is the shoes, the hair, the helmet and the shoulder-pad, but that shouldn't take long.
I am way more happy with this retopo than the old man's face, and the ear loops are a lot better.








































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