Skip to main content

Character sculpt 2: Gangster Retop and bake

 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.
34,593 vs. 672,550
Faces
This was just something I found interesting, seeing the difference between the two after retopology


Comments

Popular posts from this blog

Real Worlds: Research Dossier

 Real Worlds Research Dossier SWOT Analysis My strengths when it comes to this project are generally character design including the props and written backstory of my characters another strength is my ability to produce some half decent key art. I will play to my strengths in the 3d section by doing a paint over of a 3d block out as well as creating some interesting props to look at within the piece itself. My major weakness is 3D and the general workflow around it, I have some skill but I am nowhere near good enough in my opinion. Another weakness of mine is ideation and perspective so I'll try to push myself a bit more in those aspects. The ideation section of the 3d will help me improve on this area of weakness because it will allow me to delve further into shape language and storytelling through visual details. An opportunity that will come up in this project will be when I receive direct feedback from a client telling me whether the designs are working or not enabling me to go ...

Texturing and model complete

 Texturing Render captured in Sketchfab Texturing my model was quite simple I colour picked from my original character sheet and placed them where necessary using the polygon fill feature and a black mask. I also did most of the texturing on the base colour viewport to retain as much accuracy as I could.  One thing I will say before any critique over the accuracy of colours on the Tommy gun is purely for character background the chamber and the barrel aren't rust blued is because they want to take care of this weapon themselves; to stay disciplined and as a reminder, the magazine gets changed way more frequently and is not a part that is as important to her although she does fill her own magazines.  Character Texture tile Thompson M1928 Texture tile  I do plan on going back through my textures and adding my own shading instead of relying on lighting as much, doing so would also allow me to add more personality to the final model. There will also be a version with the...

Character sculpt 2 - Gangster

 Character sculpt 2 - Gangster To start off my sculpt I used the base female model that comes with Zbrush. my main goal with this is to speed up my process I will eventually change the face to better match my character model but this acts as a good jumping off point.  The first part of the sculpt I created were the trousers the following method applies to all of the main sections of the sculpt. I start with a mask and then extract at zero thickness without a double sided surface. Next I then use the polish by features operation and then Zremesh the extracted object with it set to 1 to get it as close to 1000 polys as possible once that is done I'll do some minor tweaks and remesh it again. After that I'll apply the dynamic subdivision setting adding thickness  without actually confirming it this way I have some more freedom while keeping the original low poly mesh. Each of these components aside from the base mesh were created using the method I wrote in my last pa...