Character sculpt 2: Gangster Retop and bake
The retopology of this character was fairly simple. I managed to get the poly count down to 34,593 total faces from 672,550 so I'd say that's pretty good. some of the pieces were taken from the high poly version because they were low poly enough those being the cuffs on the shirt and the cuffs on the trousers. The most difficult parts were the face and the hands, making sure the edge loops flowed properly was a challenge on these organic forms and it ended up looking good. The next step for me is to UV unwrap the low topology versions and then bake them.
So far I have unwrapped the jacket with the fur, the trousers, the main hair portion and the shirt/ top she is wearing along with the wide waist belt she has on. The remaining pieces are the hat, glasses, remaining pieces of the hair, shoes and the cuffs. Once I have those pieces done I can bake those textures and then take it over to substance painter to hand paint it. I will then create a rig and then pose them to then render in Unreal.
These are the UVs after I had everything for the character retopologized using the Quad draw tool and the make live features in Maya.
The main part I baked was the coat a few other things are baked but the coat seemed like the most noticeable.The fur baked reasonably well and the panel lines in the back of the coat were pretty good too I'm happy with the results I got for a first real attempt.
This was just something I found interesting, seeing the difference between the two after retopology
| 34,593 vs. 672,550 Faces |
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